From f1c97f4057833220a2e9ac045d701208e30457d1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lars=20N=C3=A6sbye=20Christensen?= Date: Sun, 18 Feb 2024 16:41:22 +0100 Subject: misc: BOOL to bool --- indra/newview/pipeline.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3a1edb0d00..7f83f17def 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -209,7 +209,7 @@ const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TE extern S32 gBoxFrame; //extern BOOL gHideSelectedObjects; extern BOOL gDisplaySwapBuffers; -extern BOOL gDebugGL; +extern bool gDebugGL; extern BOOL gCubeSnapshot; extern BOOL gSnapshotNoPost; -- cgit v1.2.3 From 8c16ec2b53153a10f40181e0e8108d24331451d4 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Tue, 20 Feb 2024 13:57:07 +0100 Subject: Convert BOOL to bool in LLControlGroup and related classes --- indra/newview/pipeline.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 7f83f17def..fc34af8c72 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -433,8 +433,8 @@ void LLPipeline::init() // disables non-object rendering (UI, sky, water, etc) if (gSavedSettings.getBOOL("RenderPerformanceTest")) { - gSavedSettings.setBOOL("RenderPerformanceTest", FALSE); - gSavedSettings.setBOOL("RenderPerformanceTest", TRUE); + gSavedSettings.setBOOL("RenderPerformanceTest", false); + gSavedSettings.setBOOL("RenderPerformanceTest", true); } mOldRenderDebugMask = mRenderDebugMask; -- cgit v1.2.3 From 60d3dd98a44230c21803c1606552ee098ed9fa7c Mon Sep 17 00:00:00 2001 From: Ansariel Date: Wed, 21 Feb 2024 21:05:14 +0100 Subject: Convert remaining BOOL to bool --- indra/newview/pipeline.cpp | 88 +++++++++++++++++++++++----------------------- 1 file changed, 44 insertions(+), 44 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index fc34af8c72..512d806c90 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -116,7 +116,7 @@ #include "llenvironment.h" #include "llsettingsvo.h" -extern BOOL gSnapshot; +extern bool gSnapshot; bool gShiftFrame = false; //cached settings @@ -207,11 +207,11 @@ const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; extern S32 gBoxFrame; -//extern BOOL gHideSelectedObjects; -extern BOOL gDisplaySwapBuffers; +//extern bool gHideSelectedObjects; +extern bool gDisplaySwapBuffers; extern bool gDebugGL; -extern BOOL gCubeSnapshot; -extern BOOL gSnapshotNoPost; +extern bool gCubeSnapshot; +extern bool gSnapshotNoPost; bool gAvatarBacklight = false; @@ -661,12 +661,12 @@ void LLPipeline::destroyGL() void LLPipeline::requestResizeScreenTexture() { - gResizeScreenTexture = TRUE; + gResizeScreenTexture = true; } void LLPipeline::requestResizeShadowTexture() { - gResizeShadowTexture = TRUE; + gResizeShadowTexture = true; } void LLPipeline::resizeShadowTexture() @@ -674,7 +674,7 @@ void LLPipeline::resizeShadowTexture() releaseSunShadowTargets(); releaseSpotShadowTargets(); allocateShadowBuffer(mRT->width, mRT->height); - gResizeShadowTexture = FALSE; + gResizeShadowTexture = false; } void LLPipeline::resizeScreenTexture() @@ -690,7 +690,7 @@ void LLPipeline::resizeScreenTexture() releaseSunShadowTargets(); releaseSpotShadowTargets(); allocateScreenBuffer(resX,resY); - gResizeScreenTexture = FALSE; + gResizeScreenTexture = false; } } } @@ -766,13 +766,13 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; if (mRT == &mMainRT && sReflectionProbesEnabled) { // hacky -- allocate auxillary buffer - gCubeSnapshot = TRUE; + gCubeSnapshot = true; mReflectionMapManager.initReflectionMaps(); mRT = &mAuxillaryRT; U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled allocateScreenBuffer(res, res, samples); mRT = &mMainRT; - gCubeSnapshot = FALSE; + gCubeSnapshot = false; } // remember these dimensions @@ -915,7 +915,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) LLRenderTarget* shadow_target = getSunShadowTarget(i); if (shadow_target) { - gGL.getTexUnit(0)->bind(getSunShadowTarget(i), TRUE); + gGL.getTexUnit(0)->bind(getSunShadowTarget(i), true); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); @@ -932,7 +932,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) LLRenderTarget* shadow_target = getSpotShadowTarget(i); if (shadow_target) { - gGL.getTexUnit(0)->bind(shadow_target, TRUE); + gGL.getTexUnit(0)->bind(shadow_target, true); gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); @@ -966,8 +966,8 @@ void LLPipeline::refreshCachedSettings() && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") && gSavedSettings.getBOOL("UseOcclusion")) ? 2 : 0; - WindLightUseAtmosShaders = TRUE; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); - RenderDeferred = TRUE; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); + WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); RenderFSAASamples = LLFeatureManager::getInstance()->isFeatureAvailable("RenderFSAASamples") ? gSavedSettings.getU32("RenderFSAASamples") : 0; RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); @@ -1602,7 +1602,7 @@ void LLPipeline::allocDrawable(LLViewerObject *vobj) { drawable->setState(LLDrawable::FORCE_INVISIBLE); } - drawable->updateXform(TRUE); + drawable->updateXform(true); } @@ -1747,7 +1747,7 @@ void LLPipeline::createObject(LLViewerObject* vobj) if (drawablep->getVOVolume() && RenderAnimateRes) { // fun animated res - drawablep->updateXform(TRUE); + drawablep->updateXform(true); drawablep->clearState(LLDrawable::MOVE_UNDAMPED); drawablep->setScale(LLVector3(0,0,0)); drawablep->makeActive(); @@ -2459,7 +2459,7 @@ void LLPipeline::updateGL() { LLGLUpdate* glu = LLGLUpdate::sGLQ.front(); glu->updateGL(); - glu->mInQ = FALSE; + glu->mInQ = false; LLGLUpdate::sGLQ.pop_front(); } } @@ -2776,7 +2776,7 @@ void LLPipeline::markGLRebuild(LLGLUpdate* glu) if (glu && !glu->mInQ) { LLGLUpdate::sGLQ.push_back(glu); - glu->mInQ = TRUE; + glu->mInQ = true; } } @@ -2895,7 +2895,7 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) { LLSpatialGroup* last_group = NULL; - BOOL fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged(); + bool fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged(); for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) { LLCullResult::bridge_iterator cur_iter = i; @@ -2984,7 +2984,7 @@ void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera) } } -void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed) +void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed) { LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; if (bridge->getSpatialGroup()->changeLOD() || fov_changed) @@ -3042,7 +3042,7 @@ void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) { if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE)) { - drawablep->setVisible(camera, NULL, FALSE); + drawablep->setVisible(camera, NULL, false); } } @@ -3537,7 +3537,7 @@ void LLPipeline::postSort(LLCamera &camera) } } - // LLSpatialGroup::sNoDelete = FALSE; + // LLSpatialGroup::sNoDelete = false; LL_PUSH_CALLSTACKS(); } @@ -3560,7 +3560,7 @@ void render_hud_elements() if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) { - gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d() + gViewerWindow->renderSelections(false, false, false); // For HUD version in render_ui_3d() // Draw the tracking overlays LLTracker::render3D(); @@ -4555,7 +4555,7 @@ void LLPipeline::renderDebug() LLVertexBuffer::unbind(); LLGLEnable blend(GL_BLEND); - LLGLDepthTest depth(TRUE, FALSE); + LLGLDepthTest depth(true, false); LLGLDisable cull(GL_CULL_FACE); gGL.color4f(1,1,1,1); @@ -5690,7 +5690,7 @@ void LLPipeline::enableLightsDynamic() void LLPipeline::enableLightsAvatar() { U32 mask = 0xff; // All lights - setupAvatarLights(FALSE); + setupAvatarLights(false); enableLights(mask); } @@ -5754,7 +5754,7 @@ void LLPipeline::enableLightsPreview() void LLPipeline::enableLightsAvatarEdit(const LLColor4& color) { U32 mask = 0x2002; // Avatar backlight only, set ambient - setupAvatarLights(TRUE); + setupAvatarLights(true); enableLights(mask); gGL.setAmbientLightColor(color); @@ -6210,7 +6210,7 @@ LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_PARTICLE); if (part && hasRenderType(part->mDrawableType)) { - LLDrawable* hit = part->lineSegmentIntersect(start, local_end, TRUE, FALSE, TRUE, FALSE, face_hit, &position, NULL, NULL, NULL); + LLDrawable* hit = part->lineSegmentIntersect(start, local_end, true, false, true, false, face_hit, &position, NULL, NULL, NULL); if (hit) { drawable = hit; @@ -6418,7 +6418,7 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector4a& start, c LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD); if (part) { - LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, FALSE, TRUE, FALSE, face_hit, intersection, tex_coord, normal, tangent); + LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, false, true, false, face_hit, intersection, tex_coord, normal, tangent); if (hit) { drawable = hit; @@ -7154,7 +7154,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) LLVector4a result; result.clear(); - gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE, TRUE, TRUE, NULL, &result); + gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, false, false, true, true, NULL, &result); focus_point.set(result.getF32ptr()); } @@ -7439,7 +7439,7 @@ void LLPipeline::bindShadowMaps(LLGLSLShader& shader) S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i, LLTexUnit::TT_TEXTURE); if (channel > -1) { - gGL.getTexUnit(channel)->bind(getSunShadowTarget(i), TRUE); + gGL.getTexUnit(channel)->bind(getSunShadowTarget(i), true); } } } @@ -7452,7 +7452,7 @@ void LLPipeline::bindShadowMaps(LLGLSLShader& shader) LLRenderTarget* shadow_target = getSpotShadowTarget(i - 4); if (shadow_target) { - gGL.getTexUnit(channel)->bind(shadow_target, TRUE); + gGL.getTexUnit(channel)->bind(shadow_target, true); } } } @@ -7515,11 +7515,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ { if (depth_target) { - gGL.getTexUnit(channel)->bind(depth_target, TRUE); + gGL.getTexUnit(channel)->bind(depth_target, true); } else { - gGL.getTexUnit(channel)->bind(deferred_target, TRUE); + gGL.getTexUnit(channel)->bind(deferred_target, true); } stop_glerror(); } @@ -7540,7 +7540,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) { - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, FALSE, mReflectionModelView.m); + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, mReflectionModelView.m); } channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); @@ -7585,7 +7585,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ mat[i+80] = mSunShadowMatrix[5].m[i]; } - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); stop_glerror(); @@ -7607,7 +7607,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ m[4], m[5], m[6], m[8], m[9], m[10] }; - shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat); + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); } } @@ -7696,7 +7696,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) { glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, norm_mat.m); } // auto adjust legacy sun color if needed @@ -8440,7 +8440,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) F32 proj_range = far_clip - near_clip; glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); screen_to_light = trans * light_proj * screen_to_light; - shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m); + shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, screen_to_light.m); shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); @@ -8588,7 +8588,7 @@ void LLPipeline::setEnvMat(LLGLSLShader& shader) m[4], m[5], m[6], m[8], m[9], m[10] }; - shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat); + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); } void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) @@ -9444,7 +9444,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) shadow_cam = camera; shadow_cam.setFar(16.f); - LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); LLVector3* frust = shadow_cam.mAgentFrustum; @@ -9751,7 +9751,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) set_current_modelview(view[j]); set_current_projection(proj[j]); - LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); @@ -9925,7 +9925,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) shadow_cam.setFar(far_clip); shadow_cam.setOrigin(origin); - LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); // @@ -10440,7 +10440,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool if (!preview_avatar && !for_profile) { - avatar->mNeedsImpostorUpdate = FALSE; + avatar->mNeedsImpostorUpdate = false; avatar->cacheImpostorValues(); avatar->mLastImpostorUpdateFrameTime = gFrameTimeSeconds; } -- cgit v1.2.3 From 799ebf21624edb8b42ca16b8cf51c138643efd32 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Fri, 10 May 2024 15:16:06 +0200 Subject: Fix broken merge and BOOL/bool issues --- indra/newview/pipeline.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 42e74c05ed..66797cd127 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -782,7 +782,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (sReflectionProbesEnabled) { - gCubeSnapshot = TRUE; + gCubeSnapshot = true; mReflectionMapManager.initReflectionMaps(); } @@ -1070,7 +1070,7 @@ void LLPipeline::refreshCachedSettings() RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples"); RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization"); - if (gSavedSettings.getBOOL("RenderMirrors") != (BOOL)RenderMirrors) + if (gSavedSettings.getBOOL("RenderMirrors") != RenderMirrors) { RenderMirrors = gSavedSettings.getBOOL("RenderMirrors"); LLViewerShaderMgr::instance()->clearShaderCache(); -- cgit v1.2.3 From e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Wed, 22 May 2024 21:25:21 +0200 Subject: Fix line endlings --- indra/newview/pipeline.cpp | 21668 +++++++++++++++++++++---------------------- 1 file changed, 10834 insertions(+), 10834 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 039eea7bc5..472ccd220d 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1,10834 +1,10834 @@ -/** - * @file pipeline.cpp - * @brief Rendering pipeline. - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#include "llviewerprecompiledheaders.h" - -#include "pipeline.h" - -// library includes -#include "llaudioengine.h" // For debugging. -#include "llerror.h" -#include "llviewercontrol.h" -#include "llfasttimer.h" -#include "llfontgl.h" -#include "llnamevalue.h" -#include "llpointer.h" -#include "llprimitive.h" -#include "llvolume.h" -#include "material_codes.h" -#include "v3color.h" -#include "llui.h" -#include "llglheaders.h" -#include "llrender.h" -#include "llstartup.h" -#include "llwindow.h" // swapBuffers() - -// newview includes -#include "llagent.h" -#include "llagentcamera.h" -#include "llappviewer.h" -#include "lltexturecache.h" -#include "lltexturefetch.h" -#include "llimageworker.h" -#include "lldrawable.h" -#include "lldrawpoolalpha.h" -#include "lldrawpoolavatar.h" -#include "lldrawpoolbump.h" -#include "lldrawpooltree.h" -#include "lldrawpoolwater.h" -#include "llface.h" -#include "llfeaturemanager.h" -#include "llfloatertelehub.h" -#include "llfloaterreg.h" -#include "llhudmanager.h" -#include "llhudnametag.h" -#include "llhudtext.h" -#include "lllightconstants.h" -#include "llmeshrepository.h" -#include "llpipelinelistener.h" -#include "llresmgr.h" -#include "llselectmgr.h" -#include "llsky.h" -#include "lltracker.h" -#include "lltool.h" -#include "lltoolmgr.h" -#include "llviewercamera.h" -#include "llviewermediafocus.h" -#include "llviewertexturelist.h" -#include "llviewerobject.h" -#include "llviewerobjectlist.h" -#include "llviewerparcelmgr.h" -#include "llviewerregion.h" // for audio debugging. -#include "llviewerwindow.h" // For getSpinAxis -#include "llvoavatarself.h" -#include "llvocache.h" -#include "llvosky.h" -#include "llvowlsky.h" -#include "llvotree.h" -#include "llvovolume.h" -#include "llvosurfacepatch.h" -#include "llvowater.h" -#include "llvotree.h" -#include "llvopartgroup.h" -#include "llworld.h" -#include "llcubemap.h" -#include "llviewershadermgr.h" -#include "llviewerstats.h" -#include "llviewerjoystick.h" -#include "llviewerdisplay.h" -#include "llspatialpartition.h" -#include "llmutelist.h" -#include "lltoolpie.h" -#include "llnotifications.h" -#include "llpathinglib.h" -#include "llfloaterpathfindingconsole.h" -#include "llfloaterpathfindingcharacters.h" -#include "llfloatertools.h" -#include "llpanelface.h" -#include "llpathfindingpathtool.h" -#include "llscenemonitor.h" -#include "llprogressview.h" -#include "llcleanup.h" - -#include "llenvironment.h" -#include "llsettingsvo.h" - -extern bool gSnapshot; -bool gShiftFrame = false; - -//cached settings -bool LLPipeline::WindLightUseAtmosShaders; -bool LLPipeline::RenderDeferred; -F32 LLPipeline::RenderDeferredSunWash; -U32 LLPipeline::RenderFSAASamples; -U32 LLPipeline::RenderResolutionDivisor; -bool LLPipeline::RenderUIBuffer; -S32 LLPipeline::RenderShadowDetail; -S32 LLPipeline::RenderShadowSplits; -bool LLPipeline::RenderDeferredSSAO; -F32 LLPipeline::RenderShadowResolutionScale; -bool LLPipeline::RenderDelayCreation; -bool LLPipeline::RenderAnimateRes; -bool LLPipeline::FreezeTime; -S32 LLPipeline::DebugBeaconLineWidth; -F32 LLPipeline::RenderHighlightBrightness; -LLColor4 LLPipeline::RenderHighlightColor; -F32 LLPipeline::RenderHighlightThickness; -bool LLPipeline::RenderSpotLightsInNondeferred; -LLColor4 LLPipeline::PreviewAmbientColor; -LLColor4 LLPipeline::PreviewDiffuse0; -LLColor4 LLPipeline::PreviewSpecular0; -LLColor4 LLPipeline::PreviewDiffuse1; -LLColor4 LLPipeline::PreviewSpecular1; -LLColor4 LLPipeline::PreviewDiffuse2; -LLColor4 LLPipeline::PreviewSpecular2; -LLVector3 LLPipeline::PreviewDirection0; -LLVector3 LLPipeline::PreviewDirection1; -LLVector3 LLPipeline::PreviewDirection2; -F32 LLPipeline::RenderGlowMaxExtractAlpha; -F32 LLPipeline::RenderGlowWarmthAmount; -LLVector3 LLPipeline::RenderGlowLumWeights; -LLVector3 LLPipeline::RenderGlowWarmthWeights; -S32 LLPipeline::RenderGlowResolutionPow; -S32 LLPipeline::RenderGlowIterations; -F32 LLPipeline::RenderGlowWidth; -F32 LLPipeline::RenderGlowStrength; -bool LLPipeline::RenderGlowNoise; -bool LLPipeline::RenderDepthOfField; -bool LLPipeline::RenderDepthOfFieldInEditMode; -F32 LLPipeline::CameraFocusTransitionTime; -F32 LLPipeline::CameraFNumber; -F32 LLPipeline::CameraFocalLength; -F32 LLPipeline::CameraFieldOfView; -F32 LLPipeline::RenderShadowNoise; -F32 LLPipeline::RenderShadowBlurSize; -F32 LLPipeline::RenderSSAOScale; -U32 LLPipeline::RenderSSAOMaxScale; -F32 LLPipeline::RenderSSAOFactor; -LLVector3 LLPipeline::RenderSSAOEffect; -F32 LLPipeline::RenderShadowOffsetError; -F32 LLPipeline::RenderShadowBiasError; -F32 LLPipeline::RenderShadowOffset; -F32 LLPipeline::RenderShadowBias; -F32 LLPipeline::RenderSpotShadowOffset; -F32 LLPipeline::RenderSpotShadowBias; -LLDrawable* LLPipeline::RenderSpotLight = nullptr; -F32 LLPipeline::RenderEdgeDepthCutoff; -F32 LLPipeline::RenderEdgeNormCutoff; -LLVector3 LLPipeline::RenderShadowGaussian; -F32 LLPipeline::RenderShadowBlurDistFactor; -bool LLPipeline::RenderDeferredAtmospheric; -F32 LLPipeline::RenderHighlightFadeTime; -F32 LLPipeline::RenderFarClip; -LLVector3 LLPipeline::RenderShadowSplitExponent; -F32 LLPipeline::RenderShadowErrorCutoff; -F32 LLPipeline::RenderShadowFOVCutoff; -bool LLPipeline::CameraOffset; -F32 LLPipeline::CameraMaxCoF; -F32 LLPipeline::CameraDoFResScale; -F32 LLPipeline::RenderAutoHideSurfaceAreaLimit; -bool LLPipeline::RenderScreenSpaceReflections; -S32 LLPipeline::RenderScreenSpaceReflectionIterations; -F32 LLPipeline::RenderScreenSpaceReflectionRayStep; -F32 LLPipeline::RenderScreenSpaceReflectionDistanceBias; -F32 LLPipeline::RenderScreenSpaceReflectionDepthRejectBias; -F32 LLPipeline::RenderScreenSpaceReflectionAdaptiveStepMultiplier; -S32 LLPipeline::RenderScreenSpaceReflectionGlossySamples; -S32 LLPipeline::RenderBufferVisualization; -LLTrace::EventStatHandle LLPipeline::sStatBatchSize("renderbatchsize"); - -const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; -const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; -const F32 ALPHA_BLEND_CUTOFF = 0.598f; -const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; -const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; - -extern S32 gBoxFrame; -//extern bool gHideSelectedObjects; -extern bool gDisplaySwapBuffers; -extern bool gDebugGL; -extern bool gCubeSnapshot; -extern bool gSnapshotNoPost; - -bool gAvatarBacklight = false; - -bool gDebugPipeline = false; -LLPipeline gPipeline; -const LLMatrix4* gGLLastMatrix = NULL; - -LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY("Render Geometry"); -LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS("Grass"); -LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE("Invisible"); -LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY("Shiny"); -LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE("Simple"); -LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN("Terrain"); -LLTrace::BlockTimerStatHandle FTM_RENDER_TREES("Trees"); -LLTrace::BlockTimerStatHandle FTM_RENDER_UI("UI"); -LLTrace::BlockTimerStatHandle FTM_RENDER_WATER("Water"); -LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY("Windlight Sky"); -LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA("Alpha Objects"); -LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS("Avatars"); -LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP("Bump"); -LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS("Render Materials"); -LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT("Fullbright"); -LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW("Glow"); -LLTrace::BlockTimerStatHandle FTM_GEO_UPDATE("Geo Update"); -LLTrace::BlockTimerStatHandle FTM_POOLRENDER("RenderPool"); -LLTrace::BlockTimerStatHandle FTM_POOLS("Pools"); -LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLRENDER("RenderPool (Deferred)"); -LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLS("Pools (Deferred)"); -LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLRENDER("RenderPool (Post)"); -LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLS("Pools (Post)"); -LLTrace::BlockTimerStatHandle FTM_STATESORT("Sort Draw State"); -LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline"); -LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy"); -LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading"); - -LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD"); -LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D"); -LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D("2D"); - -static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables"); - -static LLStaticHashedString sTint("tint"); -static LLStaticHashedString sAmbiance("ambiance"); -static LLStaticHashedString sAlphaScale("alpha_scale"); -static LLStaticHashedString sNormMat("norm_mat"); -static LLStaticHashedString sOffset("offset"); -static LLStaticHashedString sScreenRes("screenRes"); -static LLStaticHashedString sDelta("delta"); -static LLStaticHashedString sDistFactor("dist_factor"); -static LLStaticHashedString sKern("kern"); -static LLStaticHashedString sKernScale("kern_scale"); - -//---------------------------------------- - -void drawBox(const LLVector4a& c, const LLVector4a& r); -void drawBoxOutline(const LLVector3& pos, const LLVector3& size); -U32 nhpo2(U32 v); -LLVertexBuffer* ll_create_cube_vb(U32 type_mask); - -void display_update_camera(); -//---------------------------------------- - -S32 LLPipeline::sCompiles = 0; - -bool LLPipeline::sPickAvatar = true; -bool LLPipeline::sDynamicLOD = true; -bool LLPipeline::sShowHUDAttachments = true; -bool LLPipeline::sRenderMOAPBeacons = false; -bool LLPipeline::sRenderPhysicalBeacons = true; -bool LLPipeline::sRenderScriptedBeacons = false; -bool LLPipeline::sRenderScriptedTouchBeacons = true; -bool LLPipeline::sRenderParticleBeacons = false; -bool LLPipeline::sRenderSoundBeacons = false; -bool LLPipeline::sRenderBeacons = false; -bool LLPipeline::sRenderHighlight = true; -LLRender::eTexIndex LLPipeline::sRenderHighlightTextureChannel = LLRender::DIFFUSE_MAP; -bool LLPipeline::sForceOldBakedUpload = false; -S32 LLPipeline::sUseOcclusion = 0; -bool LLPipeline::sAutoMaskAlphaDeferred = true; -bool LLPipeline::sAutoMaskAlphaNonDeferred = false; -bool LLPipeline::sRenderTransparentWater = true; -bool LLPipeline::sBakeSunlight = false; -bool LLPipeline::sNoAlpha = false; -bool LLPipeline::sUseFarClip = true; -bool LLPipeline::sShadowRender = false; -bool LLPipeline::sRenderGlow = false; -bool LLPipeline::sReflectionRender = false; -bool LLPipeline::sDistortionRender = false; -bool LLPipeline::sImpostorRender = false; -bool LLPipeline::sImpostorRenderAlphaDepthPass = false; -bool LLPipeline::sUnderWaterRender = false; -bool LLPipeline::sTextureBindTest = false; -bool LLPipeline::sRenderAttachedLights = true; -bool LLPipeline::sRenderAttachedParticles = true; -bool LLPipeline::sRenderDeferred = false; -bool LLPipeline::sReflectionProbesEnabled = false; -S32 LLPipeline::sVisibleLightCount = 0; -bool LLPipeline::sRenderingHUDs; -F32 LLPipeline::sDistortionWaterClipPlaneMargin = 1.0125f; - -// EventHost API LLPipeline listener. -static LLPipelineListener sPipelineListener; - -static LLCullResult* sCull = NULL; - -void validate_framebuffer_object(); - -// Add color attachments for deferred rendering -// target -- RenderTarget to add attachments to -bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) -{ - bool valid = true - && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM - && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight - && target.addColorAttachment(GL_RGB16F); // frag_data[3] PBR emissive - return valid; -} - -LLPipeline::LLPipeline() : - mBackfaceCull(false), - mMatrixOpCount(0), - mTextureMatrixOps(0), - mNumVisibleNodes(0), - mNumVisibleFaces(0), - mPoissonOffset(0), - - mInitialized(false), - mShadersLoaded(false), - mTransformFeedbackPrimitives(0), - mRenderDebugFeatureMask(0), - mRenderDebugMask(0), - mOldRenderDebugMask(0), - mMeshDirtyQueryObject(0), - mGroupQ1Locked(false), - mResetVertexBuffers(false), - mLastRebuildPool(NULL), - mLightMask(0), - mLightMovingMask(0) -{ - mNoiseMap = 0; - mTrueNoiseMap = 0; - mLightFunc = 0; - - for(U32 i = 0; i < 8; i++) - { - mHWLightColors[i] = LLColor4::black; - } -} - -void LLPipeline::connectRefreshCachedSettingsSafe(const std::string name) -{ - LLPointer cntrl_ptr = gSavedSettings.getControl(name); - if ( cntrl_ptr.isNull() ) - { - LL_WARNS() << "Global setting name not found:" << name << LL_ENDL; - } - else - { - cntrl_ptr->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); - } -} - -void LLPipeline::init() -{ - refreshCachedSettings(); - - mRT = &mMainRT; - - gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); - gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize"); - sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); - sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); - sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); - - mInitialized = true; - - stop_glerror(); - - //create render pass pools - getPool(LLDrawPool::POOL_ALPHA_PRE_WATER); - getPool(LLDrawPool::POOL_ALPHA_POST_WATER); - getPool(LLDrawPool::POOL_SIMPLE); - getPool(LLDrawPool::POOL_ALPHA_MASK); - getPool(LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK); - getPool(LLDrawPool::POOL_GRASS); - getPool(LLDrawPool::POOL_FULLBRIGHT); - getPool(LLDrawPool::POOL_BUMP); - getPool(LLDrawPool::POOL_MATERIALS); - getPool(LLDrawPool::POOL_GLOW); - getPool(LLDrawPool::POOL_GLTF_PBR); - getPool(LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK); - - resetFrameStats(); - - if (gSavedSettings.getBOOL("DisableAllRenderFeatures")) - { - clearAllRenderDebugFeatures(); - } - else - { - setAllRenderDebugFeatures(); // By default, all debugging features on - } - clearAllRenderDebugDisplays(); // All debug displays off - - if (gSavedSettings.getBOOL("DisableAllRenderTypes")) - { - clearAllRenderTypes(); - } - else if (gNonInteractive) - { - clearAllRenderTypes(); - } - else - { - setAllRenderTypes(); // By default, all rendering types start enabled - } - - // make sure RenderPerformanceTest persists (hackity hack hack) - // disables non-object rendering (UI, sky, water, etc) - if (gSavedSettings.getBOOL("RenderPerformanceTest")) - { - gSavedSettings.setBOOL("RenderPerformanceTest", false); - gSavedSettings.setBOOL("RenderPerformanceTest", true); - } - - mOldRenderDebugMask = mRenderDebugMask; - - mBackfaceCull = true; - - // Enable features - LLViewerShaderMgr::instance()->setShaders(); - - for (U32 i = 0; i < 2; ++i) - { - mSpotLightFade[i] = 1.f; - } - - if (mCubeVB.isNull()) - { - mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); - } - - mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK); - mDeferredVB->allocateBuffer(8, 0); - - { - mScreenTriangleVB = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX); - mScreenTriangleVB->allocateBuffer(3, 0); - LLStrider vert; - mScreenTriangleVB->getVertexStrider(vert); - - vert[0].set(-1, 1, 0); - vert[1].set(-1, -3, 0); - vert[2].set(3, 1, 0); - - mScreenTriangleVB->unmapBuffer(); - } - - // - // Update all settings to trigger a cached settings refresh - // - connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaDeferred"); - connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaNonDeferred"); - connectRefreshCachedSettingsSafe("RenderUseFarClip"); - connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors"); - connectRefreshCachedSettingsSafe("UseOcclusion"); - // DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); - // DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred"); - connectRefreshCachedSettingsSafe("RenderDeferredSunWash"); - connectRefreshCachedSettingsSafe("RenderFSAASamples"); - connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); - connectRefreshCachedSettingsSafe("RenderUIBuffer"); - connectRefreshCachedSettingsSafe("RenderShadowDetail"); - connectRefreshCachedSettingsSafe("RenderShadowSplits"); - connectRefreshCachedSettingsSafe("RenderDeferredSSAO"); - connectRefreshCachedSettingsSafe("RenderShadowResolutionScale"); - connectRefreshCachedSettingsSafe("RenderDelayCreation"); - connectRefreshCachedSettingsSafe("RenderAnimateRes"); - connectRefreshCachedSettingsSafe("FreezeTime"); - connectRefreshCachedSettingsSafe("DebugBeaconLineWidth"); - connectRefreshCachedSettingsSafe("RenderHighlightBrightness"); - connectRefreshCachedSettingsSafe("RenderHighlightColor"); - connectRefreshCachedSettingsSafe("RenderHighlightThickness"); - connectRefreshCachedSettingsSafe("RenderSpotLightsInNondeferred"); - connectRefreshCachedSettingsSafe("PreviewAmbientColor"); - connectRefreshCachedSettingsSafe("PreviewDiffuse0"); - connectRefreshCachedSettingsSafe("PreviewSpecular0"); - connectRefreshCachedSettingsSafe("PreviewDiffuse1"); - connectRefreshCachedSettingsSafe("PreviewSpecular1"); - connectRefreshCachedSettingsSafe("PreviewDiffuse2"); - connectRefreshCachedSettingsSafe("PreviewSpecular2"); - connectRefreshCachedSettingsSafe("PreviewDirection0"); - connectRefreshCachedSettingsSafe("PreviewDirection1"); - connectRefreshCachedSettingsSafe("PreviewDirection2"); - connectRefreshCachedSettingsSafe("RenderGlowMaxExtractAlpha"); - connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount"); - connectRefreshCachedSettingsSafe("RenderGlowLumWeights"); - connectRefreshCachedSettingsSafe("RenderGlowWarmthWeights"); - connectRefreshCachedSettingsSafe("RenderGlowResolutionPow"); - connectRefreshCachedSettingsSafe("RenderGlowIterations"); - connectRefreshCachedSettingsSafe("RenderGlowWidth"); - connectRefreshCachedSettingsSafe("RenderGlowStrength"); - connectRefreshCachedSettingsSafe("RenderGlowNoise"); - connectRefreshCachedSettingsSafe("RenderDepthOfField"); - connectRefreshCachedSettingsSafe("RenderDepthOfFieldInEditMode"); - connectRefreshCachedSettingsSafe("CameraFocusTransitionTime"); - connectRefreshCachedSettingsSafe("CameraFNumber"); - connectRefreshCachedSettingsSafe("CameraFocalLength"); - connectRefreshCachedSettingsSafe("CameraFieldOfView"); - connectRefreshCachedSettingsSafe("RenderShadowNoise"); - connectRefreshCachedSettingsSafe("RenderShadowBlurSize"); - connectRefreshCachedSettingsSafe("RenderSSAOScale"); - connectRefreshCachedSettingsSafe("RenderSSAOMaxScale"); - connectRefreshCachedSettingsSafe("RenderSSAOFactor"); - connectRefreshCachedSettingsSafe("RenderSSAOEffect"); - connectRefreshCachedSettingsSafe("RenderShadowOffsetError"); - connectRefreshCachedSettingsSafe("RenderShadowBiasError"); - connectRefreshCachedSettingsSafe("RenderShadowOffset"); - connectRefreshCachedSettingsSafe("RenderShadowBias"); - connectRefreshCachedSettingsSafe("RenderSpotShadowOffset"); - connectRefreshCachedSettingsSafe("RenderSpotShadowBias"); - connectRefreshCachedSettingsSafe("RenderEdgeDepthCutoff"); - connectRefreshCachedSettingsSafe("RenderEdgeNormCutoff"); - connectRefreshCachedSettingsSafe("RenderShadowGaussian"); - connectRefreshCachedSettingsSafe("RenderShadowBlurDistFactor"); - connectRefreshCachedSettingsSafe("RenderDeferredAtmospheric"); - connectRefreshCachedSettingsSafe("RenderHighlightFadeTime"); - connectRefreshCachedSettingsSafe("RenderFarClip"); - connectRefreshCachedSettingsSafe("RenderShadowSplitExponent"); - connectRefreshCachedSettingsSafe("RenderShadowErrorCutoff"); - connectRefreshCachedSettingsSafe("RenderShadowFOVCutoff"); - connectRefreshCachedSettingsSafe("CameraOffset"); - connectRefreshCachedSettingsSafe("CameraMaxCoF"); - connectRefreshCachedSettingsSafe("CameraDoFResScale"); - connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); - connectRefreshCachedSettingsSafe("RenderScreenSpaceReflections"); - connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionIterations"); - connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionRayStep"); - connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDistanceBias"); - connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDepthRejectBias"); - connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); - connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionGlossySamples"); - connectRefreshCachedSettingsSafe("RenderBufferVisualization"); - gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); -} - -LLPipeline::~LLPipeline() -{ -} - -void LLPipeline::cleanup() -{ - assertInitialized(); - - mGroupQ1.clear() ; - - for(pool_set_t::iterator iter = mPools.begin(); - iter != mPools.end(); ) - { - pool_set_t::iterator curiter = iter++; - LLDrawPool* poolp = *curiter; - if (poolp->isFacePool()) - { - LLFacePool* face_pool = (LLFacePool*) poolp; - if (face_pool->mReferences.empty()) - { - mPools.erase(curiter); - removeFromQuickLookup( poolp ); - delete poolp; - } - } - else - { - mPools.erase(curiter); - removeFromQuickLookup( poolp ); - delete poolp; - } - } - - if (!mTerrainPools.empty()) - { - LL_WARNS() << "Terrain Pools not cleaned up" << LL_ENDL; - } - if (!mTreePools.empty()) - { - LL_WARNS() << "Tree Pools not cleaned up" << LL_ENDL; - } - - delete mAlphaPoolPreWater; - mAlphaPoolPreWater = nullptr; - delete mAlphaPoolPostWater; - mAlphaPoolPostWater = nullptr; - delete mSkyPool; - mSkyPool = NULL; - delete mTerrainPool; - mTerrainPool = NULL; - delete mWaterPool; - mWaterPool = NULL; - delete mSimplePool; - mSimplePool = NULL; - delete mFullbrightPool; - mFullbrightPool = NULL; - delete mGlowPool; - mGlowPool = NULL; - delete mBumpPool; - mBumpPool = NULL; - // don't delete wl sky pool it was handled above in the for loop - //delete mWLSkyPool; - mWLSkyPool = NULL; - - releaseGLBuffers(); - - mFaceSelectImagep = NULL; - - mMovedList.clear(); - mMovedBridge.clear(); - mShiftList.clear(); - - mInitialized = false; - - mDeferredVB = NULL; - mScreenTriangleVB = nullptr; - - mCubeVB = NULL; - - mReflectionMapManager.cleanup(); -} - -//============================================================================ - -void LLPipeline::destroyGL() -{ - stop_glerror(); - unloadShaders(); - mHighlightFaces.clear(); - - resetDrawOrders(); - - releaseGLBuffers(); - - if (mMeshDirtyQueryObject) - { - glDeleteQueries(1, &mMeshDirtyQueryObject); - mMeshDirtyQueryObject = 0; - } -} - -void LLPipeline::requestResizeScreenTexture() -{ - gResizeScreenTexture = true; -} - -void LLPipeline::requestResizeShadowTexture() -{ - gResizeShadowTexture = true; -} - -void LLPipeline::resizeShadowTexture() -{ - releaseSunShadowTargets(); - releaseSpotShadowTargets(); - allocateShadowBuffer(mRT->width, mRT->height); - gResizeShadowTexture = false; -} - -void LLPipeline::resizeScreenTexture() -{ - if (gPipeline.shadersLoaded()) - { - GLuint resX = gViewerWindow->getWorldViewWidthRaw(); - GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - - if (gResizeScreenTexture || (resX != mRT->screen.getWidth()) || (resY != mRT->screen.getHeight())) - { - releaseScreenBuffers(); - releaseSunShadowTargets(); - releaseSpotShadowTargets(); - allocateScreenBuffer(resX,resY); - gResizeScreenTexture = false; - } - } -} - -bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; - eFBOStatus ret = doAllocateScreenBuffer(resX, resY); - - return ret == FBO_SUCCESS_FULLRES; -} - - -LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; - // try to allocate screen buffers at requested resolution and samples - // - on failure, shrink number of samples and try again - // - if not multisampled, shrink resolution and try again (favor X resolution over Y) - // Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state - - // refresh cached settings here to protect against inconsistent event handling order - refreshCachedSettings(); - - U32 samples = RenderFSAASamples; - - eFBOStatus ret = FBO_SUCCESS_FULLRES; - if (!allocateScreenBuffer(resX, resY, samples)) - { - //failed to allocate at requested specification, return false - ret = FBO_FAILURE; - - releaseScreenBuffers(); - //reduce number of samples - while (samples > 0) - { - samples /= 2; - if (allocateScreenBuffer(resX, resY, samples)) - { //success - return FBO_SUCCESS_LOWRES; - } - releaseScreenBuffers(); - } - - samples = 0; - - //reduce resolution - while (resY > 0 && resX > 0) - { - resY /= 2; - if (allocateScreenBuffer(resX, resY, samples)) - { - return FBO_SUCCESS_LOWRES; - } - releaseScreenBuffers(); - - resX /= 2; - if (allocateScreenBuffer(resX, resY, samples)) - { - return FBO_SUCCESS_LOWRES; - } - releaseScreenBuffers(); - } - - LL_WARNS() << "Unable to allocate screen buffer at any resolution!" << LL_ENDL; - } - - return ret; -} - -bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; - if (mRT == &mMainRT && sReflectionProbesEnabled) - { // hacky -- allocate auxillary buffer - gCubeSnapshot = true; - mReflectionMapManager.initReflectionMaps(); - mRT = &mAuxillaryRT; - U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled - allocateScreenBuffer(res, res, samples); - mRT = &mMainRT; - gCubeSnapshot = false; - } - - // remember these dimensions - mRT->width = resX; - mRT->height = resY; - - U32 res_mod = RenderResolutionDivisor; - - if (res_mod > 1 && res_mod < resX && res_mod < resY) - { - resX /= res_mod; - resY /= res_mod; - } - - //water reflection texture (always needed as scratch space whether or not transparent water is enabled) - mWaterDis.allocate(resX, resY, GL_RGBA16F, true); - - if (RenderUIBuffer) - { - if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA)) - { - return false; - } - } - - S32 shadow_detail = RenderShadowDetail; - bool ssao = RenderDeferredSSAO; - - //allocate deferred rendering color buffers - if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false; - if (!addDeferredAttachments(mRT->deferredScreen)) return false; - - GLuint screenFormat = GL_RGBA16F; - - if (!mRT->screen.allocate(resX, resY, screenFormat)) return false; - - mRT->deferredScreen.shareDepthBuffer(mRT->screen); - - if (samples > 0) - { - if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA)) return false; - } - else - { - mRT->fxaaBuffer.release(); - } - - if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) - { //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa - if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false; - } - else - { - mRT->deferredLight.release(); - } - - allocateShadowBuffer(resX, resY); - - if (!gCubeSnapshot && RenderScreenSpaceReflections) // hack to not allocate mSceneMap for cube snapshots - { - mSceneMap.allocate(resX, resY, GL_RGB, true); - } - - const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR"); - const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA; - mPostMap.allocate(resX, resY, post_color_fmt); - - //HACK make screenbuffer allocations start failing after 30 seconds - if (gSavedSettings.getBOOL("SimulateFBOFailure")) - { - return false; - } - - gGL.getTexUnit(0)->disable(); - - stop_glerror(); - - return true; -} - -// must be even to avoid a stripe in the horizontal shadow blur -inline U32 BlurHappySize(U32 x, F32 scale) { return U32( x * scale + 16.0f) & ~0xF; } - -bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; - S32 shadow_detail = RenderShadowDetail; - - F32 scale = llmax(0.f, RenderShadowResolutionScale); - U32 sun_shadow_map_width = BlurHappySize(resX, scale); - U32 sun_shadow_map_height = BlurHappySize(resY, scale); - - if (shadow_detail > 0) - { //allocate 4 sun shadow maps - for (U32 i = 0; i < 4; i++) - { - if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true)) - { - return false; - } - } - } - else - { - for (U32 i = 0; i < 4; i++) - { - releaseSunShadowTarget(i); - } - } - - if (!gCubeSnapshot) // hack to not allocate spot shadow maps during ReflectionMapManager init - { - U32 width = (U32)(resX * scale); - U32 height = width; - - if (shadow_detail > 1) - { //allocate two spot shadow maps - U32 spot_shadow_map_width = width; - U32 spot_shadow_map_height = height; - for (U32 i = 0; i < 2; i++) - { - if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, true)) - { - return false; - } - } - } - else - { - releaseSpotShadowTargets(); - } - } - - - // set up shadow map filtering and compare modes - if (shadow_detail > 0) - { - for (U32 i = 0; i < 4; i++) - { - LLRenderTarget* shadow_target = getSunShadowTarget(i); - if (shadow_target) - { - gGL.getTexUnit(0)->bind(getSunShadowTarget(i), true); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); - gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); - } - } - } - - if (shadow_detail > 1 && !gCubeSnapshot) - { - for (U32 i = 0; i < 2; i++) - { - LLRenderTarget* shadow_target = getSpotShadowTarget(i); - if (shadow_target) - { - gGL.getTexUnit(0)->bind(shadow_target, true); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); - gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); - } - } - } - - return true; -} - -//static -void LLPipeline::updateRenderTransparentWater() -{ - sRenderTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater"); -} - -// static -void LLPipeline::refreshCachedSettings() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; - LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred"); - LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred"); - LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip"); - LLVOAvatar::sMaxNonImpostors = gSavedSettings.getU32("RenderAvatarMaxNonImpostors"); - LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); - - LLPipeline::sUseOcclusion = - (!gUseWireframe - && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") - && gSavedSettings.getBOOL("UseOcclusion")) ? 2 : 0; - - WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); - RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); - RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); - RenderFSAASamples = LLFeatureManager::getInstance()->isFeatureAvailable("RenderFSAASamples") ? gSavedSettings.getU32("RenderFSAASamples") : 0; - RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); - RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); - RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); - RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits"); - RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); - RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); - RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation"); - RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes"); - FreezeTime = gSavedSettings.getBOOL("FreezeTime"); - DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth"); - RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness"); - RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor"); - RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness"); - RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"); - PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor"); - PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); - PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0"); - PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1"); - PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1"); - PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2"); - PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2"); - PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0"); - PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1"); - PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2"); - RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); - RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); - RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); - RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); - RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow"); - RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations"); - RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth"); - RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength"); - RenderGlowNoise = gSavedSettings.getBOOL("RenderGlowNoise"); - RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField"); - RenderDepthOfFieldInEditMode = gSavedSettings.getBOOL("RenderDepthOfFieldInEditMode"); - CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime"); - CameraFNumber = gSavedSettings.getF32("CameraFNumber"); - CameraFocalLength = gSavedSettings.getF32("CameraFocalLength"); - CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView"); - RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise"); - RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize"); - RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale"); - RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale"); - RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor"); - RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect"); - RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError"); - RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError"); - RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset"); - RenderShadowBias = gSavedSettings.getF32("RenderShadowBias"); - RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset"); - RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias"); - RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff"); - RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff"); - RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian"); - RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); - RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric"); - RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime"); - RenderFarClip = gSavedSettings.getF32("RenderFarClip"); - RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent"); - RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff"); - RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff"); - CameraOffset = gSavedSettings.getBOOL("CameraOffset"); - CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF"); - CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale"); - RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit"); - RenderScreenSpaceReflections = gSavedSettings.getBOOL("RenderScreenSpaceReflections"); - RenderScreenSpaceReflectionIterations = gSavedSettings.getS32("RenderScreenSpaceReflectionIterations"); - RenderScreenSpaceReflectionRayStep = gSavedSettings.getF32("RenderScreenSpaceReflectionRayStep"); - RenderScreenSpaceReflectionDistanceBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDistanceBias"); - RenderScreenSpaceReflectionDepthRejectBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDepthRejectBias"); - RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); - RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples"); - RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization"); - sReflectionProbesEnabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderReflectionsEnabled") && gSavedSettings.getBOOL("RenderReflectionsEnabled"); - RenderSpotLight = nullptr; - - if (gNonInteractive) - { - LLVOAvatar::sMaxNonImpostors = 1; - LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); - } -} - -void LLPipeline::releaseGLBuffers() -{ - assertInitialized(); - - if (mNoiseMap) - { - LLImageGL::deleteTextures(1, &mNoiseMap); - mNoiseMap = 0; - } - - if (mTrueNoiseMap) - { - LLImageGL::deleteTextures(1, &mTrueNoiseMap); - mTrueNoiseMap = 0; - } - - releaseLUTBuffers(); - - mWaterDis.release(); - mBake.release(); - - mSceneMap.release(); - - mPostMap.release(); - - for (U32 i = 0; i < 3; i++) - { - mGlow[i].release(); - } - - releaseScreenBuffers(); - - gBumpImageList.destroyGL(); - LLVOAvatar::resetImpostors(); -} - -void LLPipeline::releaseLUTBuffers() -{ - if (mLightFunc) - { - LLImageGL::deleteTextures(1, &mLightFunc); - mLightFunc = 0; - } - - mPbrBrdfLut.release(); - - mExposureMap.release(); - mLuminanceMap.release(); - mLastExposure.release(); - -} - -void LLPipeline::releaseShadowBuffers() -{ - releaseSunShadowTargets(); - releaseSpotShadowTargets(); -} - -void LLPipeline::releaseScreenBuffers() -{ - mRT->uiScreen.release(); - mRT->screen.release(); - mRT->fxaaBuffer.release(); - mRT->deferredScreen.release(); - mRT->deferredLight.release(); -} - -void LLPipeline::releaseSunShadowTarget(U32 index) -{ - llassert(index < 4); - mRT->shadow[index].release(); -} - -void LLPipeline::releaseSunShadowTargets() -{ - for (U32 i = 0; i < 4; i++) - { - releaseSunShadowTarget(i); - } -} - -void LLPipeline::releaseSpotShadowTargets() -{ - if (!gCubeSnapshot) // hack to avoid freeing spot shadows during ReflectionMapManager init - { - for (U32 i = 0; i < 2; i++) - { - mSpotShadow[i].release(); - } - } -} - -void LLPipeline::createGLBuffers() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - stop_glerror(); - assertInitialized(); - - // Use FBO for bake tex - mBake.allocate(512, 512, GL_RGBA, true); // SL-12781 Build > Upload > Model; 3D Preview - - stop_glerror(); - - GLuint resX = gViewerWindow->getWorldViewWidthRaw(); - GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - - // allocate screen space glow buffers - const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); - const bool glow_hdr = gSavedSettings.getBOOL("RenderGlowHDR"); - const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA; - for (U32 i = 0; i < 3; i++) - { - mGlow[i].allocate(512, glow_res, glow_color_fmt); - } - - allocateScreenBuffer(resX, resY); - mRT->width = 0; - mRT->height = 0; - - - if (!mNoiseMap) - { - const U32 noiseRes = 128; - LLVector3 noise[noiseRes*noiseRes]; - - F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f; - for (U32 i = 0; i < noiseRes*noiseRes; ++i) - { - noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f); - noise[i].normVec(); - noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f; - } - - LLImageGL::generateTextures(1, &mNoiseMap); - - gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - if (!mTrueNoiseMap) - { - const U32 noiseRes = 128; - F32 noise[noiseRes*noiseRes*3]; - for (U32 i = 0; i < noiseRes*noiseRes*3; i++) - { - noise[i] = ll_frand()*2.0-1.0; - } - - LLImageGL::generateTextures(1, &mTrueNoiseMap); - gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - createLUTBuffers(); - - gBumpImageList.restoreGL(); -} - -F32 lerpf(F32 a, F32 b, F32 w) -{ - return a + w * (b - a); -} - -void LLPipeline::createLUTBuffers() -{ - if (!mLightFunc) - { - U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); - U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); - F32* ls = new F32[lightResX*lightResY]; - F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); - // Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks) - for (U32 y = 0; y < lightResY; ++y) - { - for (U32 x = 0; x < lightResX; ++x) - { - ls[y*lightResX+x] = 0; - F32 sa = (F32) x/(lightResX-1); - F32 spec = (F32) y/(lightResY-1); - F32 n = spec * spec * specExp; - - // Nothing special here. Just your typical blinn-phong term. - spec = powf(sa, n); - - // Apply our normalization function. - // Note: This is the full equation that applies the full normalization curve, not an approximation. - // This is fine, given we only need to create our LUT once per buffer initialization. - spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n))); - - // Since we use R16F, we no longer have a dynamic range issue we need to work around here. - // Though some older drivers may not like this, newer drivers shouldn't have this problem. - ls[y*lightResX+x] = spec; - } - } - - U32 pix_format = GL_R16F; -#if LL_DARWIN - // Need to work around limited precision with 10.6.8 and older drivers - // - pix_format = GL_R32F; -#endif - LLImageGL::generateTextures(1, &mLightFunc); - gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); - LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); - gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - - delete [] ls; - } - - mPbrBrdfLut.allocate(512, 512, GL_RG16F); - mPbrBrdfLut.bindTarget(); - gDeferredGenBrdfLutProgram.bind(); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex2f(-1, -1); - gGL.vertex2f(-1, 1); - gGL.vertex2f(1, -1); - gGL.vertex2f(1, 1); - gGL.end(); - gGL.flush(); - - gDeferredGenBrdfLutProgram.unbind(); - mPbrBrdfLut.flush(); - - mExposureMap.allocate(1, 1, GL_R16F); - mExposureMap.bindTarget(); - glClearColor(1, 1, 1, 0); - mExposureMap.clear(); - glClearColor(0, 0, 0, 0); - mExposureMap.flush(); - - mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_AUTO); - - mLastExposure.allocate(1, 1, GL_R16F); -} - - -void LLPipeline::restoreGL() -{ - assertInitialized(); - - LLViewerShaderMgr::instance()->setShaders(); - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - part->restoreGL(); - } - } - } -} - -bool LLPipeline::shadersLoaded() -{ - return (assertInitialized() && mShadersLoaded); -} - -bool LLPipeline::canUseWindLightShaders() const -{ - return true; -} - -bool LLPipeline::canUseAntiAliasing() const -{ - return true; -} - -void LLPipeline::unloadShaders() -{ - LLViewerShaderMgr::instance()->unloadShaders(); - mShadersLoaded = false; -} - -void LLPipeline::assertInitializedDoError() -{ - LL_ERRS() << "LLPipeline used when uninitialized." << LL_ENDL; -} - -//============================================================================ - -void LLPipeline::enableShadows(const bool enable_shadows) -{ - //should probably do something here to wrangle shadows.... -} - -class LLOctreeDirtyTexture : public OctreeTraveler -{ -public: - const std::set& mTextures; - - LLOctreeDirtyTexture(const std::set& textures) : mTextures(textures) { } - - virtual void visit(const OctreeNode* node) - { - LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0); - - if (!group->hasState(LLSpatialGroup::GEOM_DIRTY) && !group->isEmpty()) - { - for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i) - { - for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j) - { - LLDrawInfo* params = *j; - LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture); - if (tex && mTextures.find(tex) != mTextures.end()) - { - group->setState(LLSpatialGroup::GEOM_DIRTY); - } - } - } - } - - for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i) - { - LLSpatialBridge* bridge = *i; - traverse(bridge->mOctree); - } - } -}; - -// Called when a texture changes # of channels (causes faces to move to alpha pool) -void LLPipeline::dirtyPoolObjectTextures(const std::set& textures) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - assertInitialized(); - - // *TODO: This is inefficient and causes frame spikes; need a better way to do this - // Most of the time is spent in dirty.traverse. - - for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) - { - LLDrawPool *poolp = *iter; - if (poolp->isFacePool()) - { - ((LLFacePool*) poolp)->dirtyTextures(textures); - } - } - - LLOctreeDirtyTexture dirty(textures); - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - dirty.traverse(part->mOctree); - } - } - } -} - -LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0) -{ - assertInitialized(); - - LLDrawPool *poolp = NULL; - switch( type ) - { - case LLDrawPool::POOL_SIMPLE: - poolp = mSimplePool; - break; - - case LLDrawPool::POOL_GRASS: - poolp = mGrassPool; - break; - - case LLDrawPool::POOL_ALPHA_MASK: - poolp = mAlphaMaskPool; - break; - - case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK: - poolp = mFullbrightAlphaMaskPool; - break; - - case LLDrawPool::POOL_FULLBRIGHT: - poolp = mFullbrightPool; - break; - - case LLDrawPool::POOL_GLOW: - poolp = mGlowPool; - break; - - case LLDrawPool::POOL_TREE: - poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 ); - break; - - case LLDrawPool::POOL_TERRAIN: - poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 ); - break; - - case LLDrawPool::POOL_BUMP: - poolp = mBumpPool; - break; - case LLDrawPool::POOL_MATERIALS: - poolp = mMaterialsPool; - break; - case LLDrawPool::POOL_ALPHA_PRE_WATER: - poolp = mAlphaPoolPreWater; - break; - case LLDrawPool::POOL_ALPHA_POST_WATER: - poolp = mAlphaPoolPostWater; - break; - - case LLDrawPool::POOL_AVATAR: - case LLDrawPool::POOL_CONTROL_AV: - break; // Do nothing - - case LLDrawPool::POOL_SKY: - poolp = mSkyPool; - break; - - case LLDrawPool::POOL_WATER: - poolp = mWaterPool; - break; - - case LLDrawPool::POOL_WL_SKY: - poolp = mWLSkyPool; - break; - - case LLDrawPool::POOL_GLTF_PBR: - poolp = mPBROpaquePool; - break; - case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: - poolp = mPBRAlphaMaskPool; - break; - - default: - llassert(0); - LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL; - break; - } - - return poolp; -} - - -LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerTexture *tex0) -{ - LLDrawPool *poolp = findPool(type, tex0); - if (poolp) - { - return poolp; - } - - LLDrawPool *new_poolp = LLDrawPool::createPool(type, tex0); - addPool( new_poolp ); - - return new_poolp; -} - - -// static -LLDrawPool* LLPipeline::getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* imagep) -{ - U32 type = getPoolTypeFromTE(te, imagep); - return gPipeline.getPool(type, imagep); -} - -//static -U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep) -{ - if (!te || !imagep) - { - return 0; - } - - LLMaterial* mat = te->getMaterialParams().get(); - LLGLTFMaterial* gltf_mat = te->getGLTFRenderMaterial(); - - bool color_alpha = te->getColor().mV[3] < 0.999f; - bool alpha = color_alpha; - if (imagep) - { - alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2); - } - - if (alpha && mat) - { - switch (mat->getDiffuseAlphaMode()) - { - case 1: - alpha = true; // Material's alpha mode is set to blend. Toss it into the alpha draw pool. - break; - case 0: //alpha mode set to none, never go to alpha pool - case 3: //alpha mode set to emissive, never go to alpha pool - alpha = color_alpha; - break; - default: //alpha mode set to "mask", go to alpha pool if fullbright - alpha = color_alpha; // Material's alpha mode is set to none, mask, or emissive. Toss it into the opaque material draw pool. - break; - } - } - - if (alpha || (gltf_mat && gltf_mat->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND)) - { - return LLDrawPool::POOL_ALPHA; - } - else if ((te->getBumpmap() || te->getShiny()) && (!mat || mat->getNormalID().isNull())) - { - return LLDrawPool::POOL_BUMP; - } - else if (gltf_mat) - { - return LLDrawPool::POOL_GLTF_PBR; - } - else if (mat && !alpha) - { - return LLDrawPool::POOL_MATERIALS; - } - else - { - return LLDrawPool::POOL_SIMPLE; - } -} - - -void LLPipeline::addPool(LLDrawPool *new_poolp) -{ - assertInitialized(); - mPools.insert(new_poolp); - addToQuickLookup( new_poolp ); -} - -void LLPipeline::allocDrawable(LLViewerObject *vobj) -{ - LLDrawable *drawable = new LLDrawable(vobj); - vobj->mDrawable = drawable; - - //encompass completely sheared objects by taking - //the most extreme point possible (<1,1,0.5>) - drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length()); - if (vobj->isOrphaned()) - { - drawable->setState(LLDrawable::FORCE_INVISIBLE); - } - drawable->updateXform(true); -} - - -void LLPipeline::unlinkDrawable(LLDrawable *drawable) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - - assertInitialized(); - - LLPointer drawablep = drawable; // make sure this doesn't get deleted before we are done - - // Based on flags, remove the drawable from the queues that it's on. - if (drawablep->isState(LLDrawable::ON_MOVE_LIST)) - { - LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep); - if (iter != mMovedList.end()) - { - mMovedList.erase(iter); - } - } - - if (drawablep->getSpatialGroup()) - { - if (!drawablep->getSpatialGroup()->getSpatialPartition()->remove(drawablep, drawablep->getSpatialGroup())) - { -#ifdef LL_RELEASE_FOR_DOWNLOAD - LL_WARNS() << "Couldn't remove object from spatial group!" << LL_ENDL; -#else - LL_ERRS() << "Couldn't remove object from spatial group!" << LL_ENDL; -#endif - } - } - - mLights.erase(drawablep); - - for (light_set_t::iterator iter = mNearbyLights.begin(); - iter != mNearbyLights.end(); iter++) - { - if (iter->drawable == drawablep) - { - mNearbyLights.erase(iter); - break; - } - } - - for (U32 i = 0; i < 2; ++i) - { - if (mShadowSpotLight[i] == drawablep) - { - mShadowSpotLight[i] = NULL; - } - - if (mTargetShadowSpotLight[i] == drawablep) - { - mTargetShadowSpotLight[i] = NULL; - } - } -} - -//static -void LLPipeline::removeMutedAVsLights(LLVOAvatar* muted_avatar) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - light_set_t::iterator iter = gPipeline.mNearbyLights.begin(); - while (iter != gPipeline.mNearbyLights.end()) - { - const LLViewerObject* vobj = iter->drawable->getVObj(); - if (vobj - && vobj->getAvatar() - && vobj->isAttachment() - && vobj->getAvatar() == muted_avatar) - { - gPipeline.mLights.erase(iter->drawable); - iter = gPipeline.mNearbyLights.erase(iter); - } - else - { - iter++; - } - } -} - -U32 LLPipeline::addObject(LLViewerObject *vobj) -{ - if (RenderDelayCreation) - { - mCreateQ.push_back(vobj); - } - else - { - createObject(vobj); - } - - return 1; -} - -void LLPipeline::createObjects(F32 max_dtime) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - - LLTimer update_timer; - - while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime) - { - LLViewerObject* vobj = mCreateQ.front(); - if (!vobj->isDead()) - { - createObject(vobj); - } - mCreateQ.pop_front(); - } - - //for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter) - //{ - // createObject(*iter); - //} - - //mCreateQ.clear(); -} - -void LLPipeline::createObject(LLViewerObject* vobj) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - LLDrawable* drawablep = vobj->mDrawable; - - if (!drawablep) - { - drawablep = vobj->createDrawable(this); - } - else - { - LL_ERRS() << "Redundant drawable creation!" << LL_ENDL; - } - - llassert(drawablep); - - if (vobj->getParent()) - { - vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1 - } - else - { - vobj->setDrawableParent(NULL); // LLPipeline::addObject 2 - } - - markRebuild(drawablep, LLDrawable::REBUILD_ALL); - - if (drawablep->getVOVolume() && RenderAnimateRes) - { - // fun animated res - drawablep->updateXform(true); - drawablep->clearState(LLDrawable::MOVE_UNDAMPED); - drawablep->setScale(LLVector3(0,0,0)); - drawablep->makeActive(); - } -} - - -void LLPipeline::resetFrameStats() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - assertInitialized(); - - sCompiles = 0; - mNumVisibleFaces = 0; - - if (mOldRenderDebugMask != mRenderDebugMask) - { - gObjectList.clearDebugText(); - mOldRenderDebugMask = mRenderDebugMask; - } -} - -//external functions for asynchronous updating -void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) -{ - LL_PROFILE_ZONE_SCOPED; - if (FreezeTime) - { - return; - } - if (!drawablep) - { - LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL; - return; - } - if (drawablep->isState(LLDrawable::EARLY_MOVE)) - { - return; - } - - assertInitialized(); - - // update drawable now - drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED - drawablep->updateMove(); // returns done - drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame - // Put on move list so that EARLY_MOVE gets cleared - if (!drawablep->isState(LLDrawable::ON_MOVE_LIST)) - { - mMovedList.push_back(drawablep); - drawablep->setState(LLDrawable::ON_MOVE_LIST); - } -} - -void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep) -{ - LL_PROFILE_ZONE_SCOPED; - if (FreezeTime) - { - return; - } - if (!drawablep) - { - LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL; - return; - } - if (drawablep->isState(LLDrawable::EARLY_MOVE)) - { - return; - } - - assertInitialized(); - - // update drawable now - drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED - drawablep->updateMove(); - drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame - // Put on move list so that EARLY_MOVE gets cleared - if (!drawablep->isState(LLDrawable::ON_MOVE_LIST)) - { - mMovedList.push_back(drawablep); - drawablep->setState(LLDrawable::ON_MOVE_LIST); - } -} - -void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list) -{ - LL_PROFILE_ZONE_SCOPED; - for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin(); - iter != moved_list.end(); ) - { - LLDrawable::drawable_vector_t::iterator curiter = iter++; - LLDrawable *drawablep = *curiter; - bool done = true; - if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE))) - { - done = drawablep->updateMove(); - } - drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED); - if (done) - { - if (drawablep->isRoot() && !drawablep->isState(LLDrawable::ACTIVE)) - { - drawablep->makeStatic(); - } - drawablep->clearState(LLDrawable::ON_MOVE_LIST); - if (drawablep->isState(LLDrawable::ANIMATED_CHILD)) - { //will likely not receive any future world matrix updates - // -- this keeps attachments from getting stuck in space and falling off your avatar - drawablep->clearState(LLDrawable::ANIMATED_CHILD); - markRebuild(drawablep, LLDrawable::REBUILD_VOLUME); - if (drawablep->getVObj()) - { - drawablep->getVObj()->dirtySpatialGroup(); - } - } - iter = moved_list.erase(curiter); - } - } -} - -void LLPipeline::updateMove() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - - if (FreezeTime) - { - return; - } - - assertInitialized(); - - for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin(); - iter != mRetexturedList.end(); ++iter) - { - LLDrawable* drawablep = *iter; - if (drawablep && !drawablep->isDead()) - { - drawablep->updateTexture(); - } - } - mRetexturedList.clear(); - - updateMovedList(mMovedList); - - //balance octrees - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - part->mOctree->balance(); - } - } - - //balance the VO Cache tree - LLVOCachePartition* vo_part = region->getVOCachePartition(); - if(vo_part) - { - vo_part->mOctree->balance(); - } - } -} - -///////////////////////////////////////////////////////////////////////////// -// Culling and occlusion testing -///////////////////////////////////////////////////////////////////////////// - -//static -F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera) -{ - llassert(!gCubeSnapshot); // shouldn't be doing ANY of this during cube snap shots - LLVector3 lookAt = center - camera.getOrigin(); - F32 dist = lookAt.length(); - - //ramp down distance for nearby objects - //shrink dist by dist/16. - if (dist < 16.f) - { - dist /= 16.f; - dist *= dist; - dist *= 16.f; - } - - //get area of circle around node - F32 app_angle = atanf(size.length()/dist); - F32 radius = app_angle*LLDrawable::sCurPixelAngle; - return radius*radius * F_PI; -} - -//static -F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera) -{ - LLVector4a origin; - origin.load3(camera.getOrigin().mV); - - LLVector4a lookAt; - lookAt.setSub(center, origin); - F32 dist = lookAt.getLength3().getF32(); - - //ramp down distance for nearby objects - //shrink dist by dist/16. - if (dist < 16.f) - { - dist /= 16.f; - dist *= dist; - dist *= 16.f; - } - - //get area of circle around node - F32 app_angle = atanf(size.getLength3().getF32()/dist); - F32 radius = app_angle*LLDrawable::sCurPixelAngle; - return radius*radius * F_PI; -} - -void LLPipeline::grabReferences(LLCullResult& result) -{ - sCull = &result; -} - -void LLPipeline::clearReferences() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - sCull = NULL; - mGroupSaveQ1.clear(); -} - -void check_references(LLSpatialGroup* group, LLDrawable* drawable) -{ - for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) - { - LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); - if (drawable == drawablep) - { - LL_ERRS() << "LLDrawable deleted while actively reference by LLPipeline." << LL_ENDL; - } - } -} - -void check_references(LLDrawable* drawable, LLFace* face) -{ - for (S32 i = 0; i < drawable->getNumFaces(); ++i) - { - if (drawable->getFace(i) == face) - { - LL_ERRS() << "LLFace deleted while actively referenced by LLPipeline." << LL_ENDL; - } - } -} - -void check_references(LLSpatialGroup* group, LLFace* face) -{ - for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) - { - LLDrawable* drawable = (LLDrawable*)(*i)->getDrawable(); - if(drawable) - { - check_references(drawable, face); - } -} -} - -void LLPipeline::checkReferences(LLFace* face) -{ -#if 0 - if (sCull) - { - for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - check_references(group, face); - } - - for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - check_references(group, face); - } - - for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - check_references(group, face); - } - - for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter) - { - LLDrawable* drawable = *iter; - check_references(drawable, face); - } - } -#endif -} - -void LLPipeline::checkReferences(LLDrawable* drawable) -{ -#if 0 - if (sCull) - { - for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - check_references(group, drawable); - } - - for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - check_references(group, drawable); - } - - for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - check_references(group, drawable); - } - - for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter) - { - if (drawable == *iter) - { - LL_ERRS() << "LLDrawable deleted while actively referenced by LLPipeline." << LL_ENDL; - } - } - } -#endif -} - -void check_references(LLSpatialGroup* group, LLDrawInfo* draw_info) -{ - for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i) - { - LLSpatialGroup::drawmap_elem_t& draw_vec = i->second; - for (LLSpatialGroup::drawmap_elem_t::iterator j = draw_vec.begin(); j != draw_vec.end(); ++j) - { - LLDrawInfo* params = *j; - if (params == draw_info) - { - LL_ERRS() << "LLDrawInfo deleted while actively referenced by LLPipeline." << LL_ENDL; - } - } - } -} - - -void LLPipeline::checkReferences(LLDrawInfo* draw_info) -{ -#if 0 - if (sCull) - { - for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - check_references(group, draw_info); - } - - for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - check_references(group, draw_info); - } - - for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - check_references(group, draw_info); - } - } -#endif -} - -void LLPipeline::checkReferences(LLSpatialGroup* group) -{ -#if CHECK_PIPELINE_REFERENCES - if (sCull) - { - for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) - { - if (group == *iter) - { - LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL; - } - } - - for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) - { - if (group == *iter) - { - LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL; - } - } - - for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) - { - if (group == *iter) - { - LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL; - } - } - } -#endif -} - - -bool LLPipeline::visibleObjectsInFrustum(LLCamera& camera) -{ - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - if (hasRenderType(part->mDrawableType)) - { - if (part->visibleObjectsInFrustum(camera)) - { - return true; - } - } - } - } - } - - return false; -} - -bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max) -{ - const F32 X = 65536.f; - - min = LLVector3(X,X,X); - max = LLVector3(-X,-X,-X); - - LLViewerCamera::eCameraID saved_camera_id = LLViewerCamera::sCurCameraID; - LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; - - bool res = true; - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - if (hasRenderType(part->mDrawableType)) - { - if (!part->getVisibleExtents(camera, min, max)) - { - res = false; - } - } - } - } - } - - LLViewerCamera::sCurCameraID = saved_camera_id; - return res; -} - -static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling"); - -// static -bool LLPipeline::isWaterClip() -{ - return (!sRenderTransparentWater || gCubeSnapshot) && !sRenderingHUDs; -} - -void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_CULL); - LL_PROFILE_GPU_ZONE("updateCull"); // should always be zero GPU time, but drop a timer to flush stuff out - - bool water_clip = isWaterClip(); - - if (water_clip) - { - - LLVector3 pnorm; - - F32 water_height = LLEnvironment::instance().getWaterHeight(); - - if (sUnderWaterRender) - { - //camera is below water, cull above water - pnorm.setVec(0, 0, 1); - } - else - { - //camera is above water, cull below water - pnorm = LLVector3(0, 0, -1); - } - - LLPlane plane; - plane.setVec(LLVector3(0, 0, water_height), pnorm); - - camera.setUserClipPlane(plane); - } - else - { - camera.disableUserClipPlane(); - } - - grabReferences(result); - - sCull->clear(); - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - if (hasRenderType(part->mDrawableType)) - { - part->cull(camera); - } - } - } - - //scan the VO Cache tree - LLVOCachePartition* vo_part = region->getVOCachePartition(); - if(vo_part) - { - vo_part->cull(camera, sUseOcclusion > 0); - } - } - - if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) && - gSky.mVOSkyp.notNull() && - gSky.mVOSkyp->mDrawable.notNull()) - { - gSky.mVOSkyp->mDrawable->setVisible(camera); - sCull->pushDrawable(gSky.mVOSkyp->mDrawable); - gSky.updateCull(); - stop_glerror(); - } - - if (hasRenderType(LLPipeline::RENDER_TYPE_WL_SKY) && - gPipeline.canUseWindLightShaders() && - gSky.mVOWLSkyp.notNull() && - gSky.mVOWLSkyp->mDrawable.notNull()) - { - gSky.mVOWLSkyp->mDrawable->setVisible(camera); - sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable); - } -} - -void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) -{ - if (group->isEmpty()) - { - return; - } - - group->setVisible(); - - if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) - { - group->updateDistance(camera); - } - - assertInitialized(); - - if (!group->getSpatialPartition()->mRenderByGroup) - { //render by drawable - sCull->pushDrawableGroup(group); - } - else - { //render by group - sCull->pushVisibleGroup(group); - } - - if (group->needsUpdate() || - group->getVisible(LLViewerCamera::sCurCameraID) < LLDrawable::getCurrentFrame() - 1) - { - // include this group in occlusion groups, not because it is an occluder, but because we want to run - // an occlusion query to find out if it's an occluder - markOccluder(group); - } - mNumVisibleNodes++; -} - -void LLPipeline::markOccluder(LLSpatialGroup* group) -{ - if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION)) - { - LLSpatialGroup* parent = group->getParent(); - - if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED)) - { //only mark top most occluders as active occlusion - sCull->pushOcclusionGroup(group); - group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); - - if (parent && - !parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) && - parent->getElementCount() == 0 && - parent->needsUpdate()) - { - sCull->pushOcclusionGroup(group); - parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); - } - } - } -} - -void LLPipeline::doOcclusion(LLCamera& camera) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - LL_PROFILE_GPU_ZONE("doOcclusion"); - llassert(!gCubeSnapshot); - - if (sReflectionProbesEnabled && sUseOcclusion > 1 && !LLPipeline::sShadowRender && !gCubeSnapshot) - { - gGL.setColorMask(false, false); - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - LLGLDisable cull(GL_CULL_FACE); - - gOcclusionCubeProgram.bind(); - - if (mCubeVB.isNull()) - { //cube VB will be used for issuing occlusion queries - mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); - } - mCubeVB->setBuffer(); - - mReflectionMapManager.doOcclusion(); - gOcclusionCubeProgram.unbind(); - - gGL.setColorMask(true, true); - } - - if (LLPipeline::sUseOcclusion > 1 && - (sCull->hasOcclusionGroups() || LLVOCachePartition::sNeedsOcclusionCheck)) - { - LLVertexBuffer::unbind(); - - gGL.setColorMask(false, false); - - LLGLDisable blend(GL_BLEND); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - - LLGLDisable cull(GL_CULL_FACE); - - gOcclusionCubeProgram.bind(); - - if (mCubeVB.isNull()) - { //cube VB will be used for issuing occlusion queries - mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); - } - mCubeVB->setBuffer(); - - for (LLCullResult::sg_iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - if (!group->isDead()) - { - group->doOcclusion(&camera); - group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); - } - } - - //apply occlusion culling to object cache tree - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLVOCachePartition* vo_part = (*iter)->getVOCachePartition(); - if(vo_part) - { - vo_part->processOccluders(&camera); - } - } - - gGL.setColorMask(true, true); - } -} - -bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep) -{ - bool update_complete = drawablep->updateGeometry(); - if (update_complete && assertInitialized()) - { - drawablep->setState(LLDrawable::BUILT); - } - return update_complete; -} - -void LLPipeline::updateGL() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - { - while (!LLGLUpdate::sGLQ.empty()) - { - LLGLUpdate* glu = LLGLUpdate::sGLQ.front(); - glu->updateGL(); - glu->mInQ = false; - LLGLUpdate::sGLQ.pop_front(); - } - } -} - -void LLPipeline::clearRebuildGroups() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - LLSpatialGroup::sg_vector_t hudGroups; - - mGroupQ1Locked = true; - // Iterate through all drawables on the priority build queue, - for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin(); - iter != mGroupQ1.end(); ++iter) - { - LLSpatialGroup* group = *iter; - - // If the group contains HUD objects, save the group - if (group->isHUDGroup()) - { - hudGroups.push_back(group); - } - // Else, no HUD objects so clear the build state - else - { - group->clearState(LLSpatialGroup::IN_BUILD_Q1); - } - } - - // Clear the group - mGroupQ1.clear(); - - // Copy the saved HUD groups back in - mGroupQ1.assign(hudGroups.begin(), hudGroups.end()); - mGroupQ1Locked = false; -} - -void LLPipeline::clearRebuildDrawables() -{ - // Clear all drawables on the priority build queue, - for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin(); - iter != mBuildQ1.end(); ++iter) - { - LLDrawable* drawablep = *iter; - if (drawablep && !drawablep->isDead()) - { - drawablep->clearState(LLDrawable::IN_REBUILD_Q); - } - } - mBuildQ1.clear(); - - //clear all moving bridges - for (LLDrawable::drawable_vector_t::iterator iter = mMovedBridge.begin(); - iter != mMovedBridge.end(); ++iter) - { - LLDrawable *drawablep = *iter; - drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD); - } - mMovedBridge.clear(); - - //clear all moving drawables - for (LLDrawable::drawable_vector_t::iterator iter = mMovedList.begin(); - iter != mMovedList.end(); ++iter) - { - LLDrawable *drawablep = *iter; - drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD); - } - mMovedList.clear(); - - for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin(); - iter != mShiftList.end(); ++iter) - { - LLDrawable *drawablep = *iter; - drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD | LLDrawable::ON_SHIFT_LIST); - } - mShiftList.clear(); -} - -void LLPipeline::rebuildPriorityGroups() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - LL_PROFILE_GPU_ZONE("rebuildPriorityGroups"); - - LLTimer update_timer; - assertInitialized(); - - gMeshRepo.notifyLoadedMeshes(); - - mGroupQ1Locked = true; - // Iterate through all drawables on the priority build queue, - for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin(); - iter != mGroupQ1.end(); ++iter) - { - LLSpatialGroup* group = *iter; - group->rebuildGeom(); - group->clearState(LLSpatialGroup::IN_BUILD_Q1); - } - - mGroupSaveQ1 = mGroupQ1; - mGroupQ1.clear(); - mGroupQ1Locked = false; - -} - -void LLPipeline::updateGeom(F32 max_dtime) -{ - LLTimer update_timer; - LLPointer drawablep; - - LL_RECORD_BLOCK_TIME(FTM_GEO_UPDATE); - if (gCubeSnapshot) - { - return; - } - - assertInitialized(); - - // notify various object types to reset internal cost metrics, etc. - // for now, only LLVOVolume does this to throttle LOD changes - LLVOVolume::preUpdateGeom(); - - // Iterate through all drawables on the priority build queue, - for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin(); - iter != mBuildQ1.end();) - { - LLDrawable::drawable_list_t::iterator curiter = iter++; - LLDrawable* drawablep = *curiter; - if (drawablep && !drawablep->isDead()) - { - if (drawablep->isUnload()) - { - drawablep->unload(); - drawablep->clearState(LLDrawable::FOR_UNLOAD); - } - - if (updateDrawableGeom(drawablep)) - { - drawablep->clearState(LLDrawable::IN_REBUILD_Q); - mBuildQ1.erase(curiter); - } - } - else - { - mBuildQ1.erase(curiter); - } - } - - updateMovedList(mMovedBridge); -} - -void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) -{ - if(drawablep && !drawablep->isDead()) - { - if (drawablep->isSpatialBridge()) - { - const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable; - llassert(root); // trying to catch a bad assumption - - if (root && // // this test may not be needed, see above - root->getVObj()->isAttachment()) - { - LLDrawable* rootparent = root->getParent(); - if (rootparent) // this IS sometimes NULL - { - LLViewerObject *vobj = rootparent->getVObj(); - llassert(vobj); // trying to catch a bad assumption - if (vobj) // this test may not be needed, see above - { - LLVOAvatar* av = vobj->asAvatar(); - if (av && - ((!sImpostorRender && av->isImpostor()) //ignore impostor flag during impostor pass - || av->isInMuteList() - || (LLVOAvatar::AOA_JELLYDOLL == av->getOverallAppearance() && !av->needsImpostorUpdate()) )) - { - return; - } - } - } - } - sCull->pushBridge((LLSpatialBridge*) drawablep); - } - else - { - - sCull->pushDrawable(drawablep); - } - - drawablep->setVisible(camera); - } -} - -void LLPipeline::markMoved(LLDrawable *drawablep, bool damped_motion) -{ - if (!drawablep) - { - //LL_ERRS() << "Sending null drawable to moved list!" << LL_ENDL; - return; - } - - if (drawablep->isDead()) - { - LL_WARNS() << "Marking NULL or dead drawable moved!" << LL_ENDL; - return; - } - - if (drawablep->getParent()) - { - //ensure that parent drawables are moved first - markMoved(drawablep->getParent(), damped_motion); - } - - assertInitialized(); - - if (!drawablep->isState(LLDrawable::ON_MOVE_LIST)) - { - if (drawablep->isSpatialBridge()) - { - mMovedBridge.push_back(drawablep); - } - else - { - mMovedList.push_back(drawablep); - } - drawablep->setState(LLDrawable::ON_MOVE_LIST); - } - if (! damped_motion) - { - drawablep->setState(LLDrawable::MOVE_UNDAMPED); // UNDAMPED trumps DAMPED - } - else if (drawablep->isState(LLDrawable::MOVE_UNDAMPED)) - { - drawablep->clearState(LLDrawable::MOVE_UNDAMPED); - } -} - -void LLPipeline::markShift(LLDrawable *drawablep) -{ - if (!drawablep || drawablep->isDead()) - { - return; - } - - assertInitialized(); - - if (!drawablep->isState(LLDrawable::ON_SHIFT_LIST)) - { - drawablep->getVObj()->setChanged(LLXform::SHIFTED | LLXform::SILHOUETTE); - if (drawablep->getParent()) - { - markShift(drawablep->getParent()); - } - mShiftList.push_back(drawablep); - drawablep->setState(LLDrawable::ON_SHIFT_LIST); - } -} - -void LLPipeline::shiftObjects(const LLVector3 &offset) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - assertInitialized(); - - glClear(GL_DEPTH_BUFFER_BIT); - gDepthDirty = true; - - LLVector4a offseta; - offseta.load3(offset.mV); - - for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin(); - iter != mShiftList.end(); iter++) - { - LLDrawable *drawablep = *iter; - if (drawablep->isDead()) - { - continue; - } - drawablep->shiftPos(offseta); - drawablep->clearState(LLDrawable::ON_SHIFT_LIST); - } - mShiftList.resize(0); - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - part->shift(offseta); - } - } - } - - mReflectionMapManager.shift(offseta); - - LLHUDText::shiftAll(offset); - LLHUDNameTag::shiftAll(offset); - - display_update_camera(); -} - -void LLPipeline::markTextured(LLDrawable *drawablep) -{ - if (drawablep && !drawablep->isDead() && assertInitialized()) - { - mRetexturedList.insert(drawablep); - } -} - -void LLPipeline::markGLRebuild(LLGLUpdate* glu) -{ - if (glu && !glu->mInQ) - { - LLGLUpdate::sGLQ.push_back(glu); - glu->mInQ = true; - } -} - -void LLPipeline::markPartitionMove(LLDrawable* drawable) -{ - if (!drawable->isState(LLDrawable::PARTITION_MOVE) && - !drawable->getPositionGroup().equals3(LLVector4a::getZero())) - { - drawable->setState(LLDrawable::PARTITION_MOVE); - mPartitionQ.push_back(drawable); - } -} - -void LLPipeline::processPartitionQ() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter) - { - LLDrawable* drawable = *iter; - if (!drawable->isDead()) - { - drawable->updateBinRadius(); - drawable->movePartition(); - } - drawable->clearState(LLDrawable::PARTITION_MOVE); - } - - mPartitionQ.clear(); -} - -void LLPipeline::markMeshDirty(LLSpatialGroup* group) -{ - mMeshDirtyGroup.push_back(group); -} - -void LLPipeline::markRebuild(LLSpatialGroup* group) -{ - if (group && !group->isDead() && group->getSpatialPartition()) - { - if (!group->hasState(LLSpatialGroup::IN_BUILD_Q1)) - { - llassert_always(!mGroupQ1Locked); - - mGroupQ1.push_back(group); - group->setState(LLSpatialGroup::IN_BUILD_Q1); - } - } -} - -void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag) -{ - if (drawablep && !drawablep->isDead() && assertInitialized()) - { - if (!drawablep->isState(LLDrawable::IN_REBUILD_Q)) - { - mBuildQ1.push_back(drawablep); - drawablep->setState(LLDrawable::IN_REBUILD_Q); // mark drawable as being in priority queue - } - - if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION)) - { - drawablep->getVObj()->setChanged(LLXform::SILHOUETTE); - } - drawablep->setState(flag); - } -} - -void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - LL_PROFILE_GPU_ZONE("stateSort"); - - if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_CONTROL_AV, - LLPipeline::RENDER_TYPE_TERRAIN, - LLPipeline::RENDER_TYPE_TREE, - LLPipeline::RENDER_TYPE_SKY, - LLPipeline::RENDER_TYPE_VOIDWATER, - LLPipeline::RENDER_TYPE_WATER, - LLPipeline::END_RENDER_TYPES)) - { - //clear faces from face pools - gPipeline.resetDrawOrders(); - } - - //LLVertexBuffer::unbind(); - - grabReferences(result); - for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - if (group->isDead()) - { - continue; - } - group->checkOcclusion(); - if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) - { - markOccluder(group); - } - else - { - group->setVisible(); - for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) - { - LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); - markVisible(drawablep, camera); - } - - { //rebuild mesh as soon as we know it's visible - group->rebuildMesh(); - } - } - } - - if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) - { - LLSpatialGroup* last_group = NULL; - bool fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged(); - for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) - { - LLCullResult::bridge_iterator cur_iter = i; - LLSpatialBridge* bridge = *cur_iter; - LLSpatialGroup* group = bridge->getSpatialGroup(); - - if (last_group == NULL) - { - last_group = group; - } - - if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) - { - stateSort(bridge, camera, fov_changed); - } - - if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && - last_group != group && last_group->changeLOD()) - { - last_group->mLastUpdateDistance = last_group->mDistance; - } - - last_group = group; - } - - if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && - last_group && last_group->changeLOD()) - { - last_group->mLastUpdateDistance = last_group->mDistance; - } - } - - for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) - { - LLSpatialGroup* group = *iter; - if (group->isDead()) - { - continue; - } - group->checkOcclusion(); - if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) - { - markOccluder(group); - } - else - { - group->setVisible(); - stateSort(group, camera); - - { //rebuild mesh as soon as we know it's visible - group->rebuildMesh(); - } - } - } - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWABLE("stateSort"); // LL_RECORD_BLOCK_TIME(FTM_STATESORT_DRAWABLE); - for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); - iter != sCull->endVisibleList(); ++iter) - { - LLDrawable *drawablep = *iter; - if (!drawablep->isDead()) - { - stateSort(drawablep, camera); - } - } - } - - postSort(camera); -} - -void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera) -{ - if (group->changeLOD()) - { - for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) - { - LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); - stateSort(drawablep, camera); - } - - if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) - { //avoid redundant stateSort calls - group->mLastUpdateDistance = group->mDistance; - } - } -} - -void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - if (bridge->getSpatialGroup()->changeLOD() || fov_changed) - { - bool force_update = false; - bridge->updateDistance(camera, force_update); - } -} - -void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - if (!drawablep - || drawablep->isDead() - || !hasRenderType(drawablep->getRenderType())) - { - return; - } - - // SL-11353 - // ignore our own geo when rendering spotlight shadowmaps... - // - if (RenderSpotLight && drawablep == RenderSpotLight) - { - return; - } - - if (LLSelectMgr::getInstance()->mHideSelectedObjects) - { - if (drawablep->getVObj().notNull() && - drawablep->getVObj()->isSelected()) - { - return; - } - } - - if (drawablep->isAvatar()) - { //don't draw avatars beyond render distance or if we don't have a spatial group. - if ((drawablep->getSpatialGroup() == NULL) || - (drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance)) - { - return; - } - - LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get(); - if (!avatarp->isVisible()) - { - return; - } - } - - assertInitialized(); - - if (hasRenderType(drawablep->mRenderType)) - { - if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE)) - { - drawablep->setVisible(camera, NULL, false); - } - } - - if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) - { - //if (drawablep->isVisible()) isVisible() check here is redundant, if it wasn't visible, it wouldn't be here - { - if (!drawablep->isActive()) - { - bool force_update = false; - drawablep->updateDistance(camera, force_update); - } - else if (drawablep->isAvatar()) - { - bool force_update = false; - drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility() - } - } - } - - if (!drawablep->getVOVolume()) - { - for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin(); - iter != drawablep->mFaces.end(); iter++) - { - LLFace* facep = *iter; - - if (facep->hasGeometry()) - { - if (facep->getPool()) - { - facep->getPool()->enqueue(facep); - } - else - { - break; - } - } - } - } - - mNumVisibleFaces += drawablep->getNumFaces(); -} - - -void forAllDrawables(LLCullResult::sg_iterator begin, - LLCullResult::sg_iterator end, - void (*func)(LLDrawable*)) -{ - for (LLCullResult::sg_iterator i = begin; i != end; ++i) - { - LLSpatialGroup* group = *i; - if (group->isDead()) - { - continue; - } - for (LLSpatialGroup::element_iter j = group->getDataBegin(); j != group->getDataEnd(); ++j) - { - if((*j)->hasDrawable()) - { - func((LLDrawable*)(*j)->getDrawable()); - } - } - } -} - -void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*)) -{ - forAllDrawables(sCull->beginDrawableGroups(), sCull->endDrawableGroups(), func); - forAllDrawables(sCull->beginVisibleGroups(), sCull->endVisibleGroups(), func); -} - -//function for creating scripted beacons -void renderScriptedBeacons(LLDrawable* drawablep) -{ - LLViewerObject *vobj = drawablep->getVObj(); - if (vobj - && !vobj->isAvatar() - && !vobj->getParent() - && vobj->flagScripted()) - { - if (gPipeline.sRenderBeacons) - { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); - } - - if (gPipeline.sRenderHighlight) - { - S32 face_id; - S32 count = drawablep->getNumFaces(); - for (face_id = 0; face_id < count; face_id++) - { - LLFace * facep = drawablep->getFace(face_id); - if (facep) - { - gPipeline.mHighlightFaces.push_back(facep); - } - } - } - } -} - -void renderScriptedTouchBeacons(LLDrawable *drawablep) -{ - LLViewerObject *vobj = drawablep->getVObj(); - if (vobj && !vobj->isAvatar() && !vobj->getParent() && vobj->flagScripted() && vobj->flagHandleTouch()) - { - if (gPipeline.sRenderBeacons) - { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), - LLPipeline::DebugBeaconLineWidth); - } - - if (gPipeline.sRenderHighlight) - { - S32 face_id; - S32 count = drawablep->getNumFaces(); - for (face_id = 0; face_id < count; face_id++) - { - LLFace *facep = drawablep->getFace(face_id); - if (facep) - { - gPipeline.mHighlightFaces.push_back(facep); - } - } - } - } -} - -void renderPhysicalBeacons(LLDrawable *drawablep) -{ - LLViewerObject *vobj = drawablep->getVObj(); - if (vobj && - !vobj->isAvatar() - //&& !vobj->getParent() - && vobj->flagUsePhysics()) - { - if (gPipeline.sRenderBeacons) - { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), - LLPipeline::DebugBeaconLineWidth); - } - - if (gPipeline.sRenderHighlight) - { - S32 face_id; - S32 count = drawablep->getNumFaces(); - for (face_id = 0; face_id < count; face_id++) - { - LLFace *facep = drawablep->getFace(face_id); - if (facep) - { - gPipeline.mHighlightFaces.push_back(facep); - } - } - } - } -} - -void renderMOAPBeacons(LLDrawable *drawablep) -{ - LLViewerObject *vobj = drawablep->getVObj(); - - if (!vobj || vobj->isAvatar()) - return; - - bool beacon = false; - U8 tecount = vobj->getNumTEs(); - for (int x = 0; x < tecount; x++) - { - if (vobj->getTE(x)->hasMedia()) - { - beacon = true; - break; - } - } - if (beacon) - { - if (gPipeline.sRenderBeacons) - { - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), - LLPipeline::DebugBeaconLineWidth); - } - - if (gPipeline.sRenderHighlight) - { - S32 face_id; - S32 count = drawablep->getNumFaces(); - for (face_id = 0; face_id < count; face_id++) - { - LLFace *facep = drawablep->getFace(face_id); - if (facep) - { - gPipeline.mHighlightFaces.push_back(facep); - } - } - } - } -} - -void renderParticleBeacons(LLDrawable *drawablep) -{ - // Look for attachments, objects, etc. - LLViewerObject *vobj = drawablep->getVObj(); - if (vobj && vobj->isParticleSource()) - { - if (gPipeline.sRenderBeacons) - { - LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f); - gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), - LLPipeline::DebugBeaconLineWidth); - } - - if (gPipeline.sRenderHighlight) - { - S32 face_id; - S32 count = drawablep->getNumFaces(); - for (face_id = 0; face_id < count; face_id++) - { - LLFace *facep = drawablep->getFace(face_id); - if (facep) - { - gPipeline.mHighlightFaces.push_back(facep); - } - } - } - } -} - -void renderSoundHighlights(LLDrawable *drawablep) -{ - // Look for attachments, objects, etc. - LLViewerObject *vobj = drawablep->getVObj(); - if (vobj && vobj->isAudioSource()) - { - if (gPipeline.sRenderHighlight) - { - S32 face_id; - S32 count = drawablep->getNumFaces(); - for (face_id = 0; face_id < count; face_id++) - { - LLFace *facep = drawablep->getFace(face_id); - if (facep) - { - gPipeline.mHighlightFaces.push_back(facep); - } - } - } - } -} - -void LLPipeline::postSort(LLCamera &camera) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - - assertInitialized(); - - LL_PUSH_CALLSTACKS(); - - if (!gCubeSnapshot) - { - // rebuild drawable geometry - for (LLCullResult::sg_iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i) - { - LLSpatialGroup *group = *i; - if (group->isDead()) - { - continue; - } - if (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) - { - group->rebuildGeom(); - } - } - LL_PUSH_CALLSTACKS(); - // rebuild groups - sCull->assertDrawMapsEmpty(); - - rebuildPriorityGroups(); - } - - LL_PUSH_CALLSTACKS(); - - // build render map - for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) - { - LLSpatialGroup *group = *i; - - if (group->isDead()) - { - continue; - } - - if ((sUseOcclusion && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) || - (RenderAutoHideSurfaceAreaLimit > 0.f && - group->mSurfaceArea > RenderAutoHideSurfaceAreaLimit * llmax(group->mObjectBoxSize, 10.f))) - { - continue; - } - - if (group->hasState(LLSpatialGroup::NEW_DRAWINFO) && group->hasState(LLSpatialGroup::GEOM_DIRTY) && !gCubeSnapshot) - { // no way this group is going to be drawable without a rebuild - group->rebuildGeom(); - } - - for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j) - { - LLSpatialGroup::drawmap_elem_t &src_vec = j->second; - if (!hasRenderType(j->first)) - { - continue; - } - - for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k) - { - LLDrawInfo *info = *k; - - sCull->pushDrawInfo(j->first, info); - if (!sShadowRender && !sReflectionRender && !gCubeSnapshot) - { - addTrianglesDrawn(info->mCount); - } - } - } - - if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA)) - { - LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA); - - if (alpha != group->mDrawMap.end()) - { // store alpha groups for sorting - LLSpatialBridge *bridge = group->getSpatialPartition()->asBridge(); - if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) - { - if (bridge) - { - LLCamera trans_camera = bridge->transformCamera(camera); - group->updateDistance(trans_camera); - } - else - { - group->updateDistance(camera); - } - } - - if (hasRenderType(LLDrawPool::POOL_ALPHA)) - { - sCull->pushAlphaGroup(group); - } - } - - LLSpatialGroup::draw_map_t::iterator rigged_alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA_RIGGED); - - if (rigged_alpha != group->mDrawMap.end()) - { // store rigged alpha groups for LLDrawPoolAlpha prepass (skip distance update, rigged attachments use depth buffer) - if (hasRenderType(LLDrawPool::POOL_ALPHA)) - { - sCull->pushRiggedAlphaGroup(group); - } - } - } - } - - /*bool use_transform_feedback = gTransformPositionProgram.mProgramObject && !mMeshDirtyGroup.empty(); - - if (use_transform_feedback) - { //place a query around potential transform feedback code for synchronization - mTransformFeedbackPrimitives = 0; - - if (!mMeshDirtyQueryObject) - { - glGenQueries(1, &mMeshDirtyQueryObject); - } - - - glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mMeshDirtyQueryObject); - }*/ - - // pack vertex buffers for groups that chose to delay their updates - { - LL_PROFILE_GPU_ZONE("rebuildMesh"); - for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter) - { - (*iter)->rebuildMesh(); - } - } - - /*if (use_transform_feedback) - { - glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); - }*/ - - mMeshDirtyGroup.clear(); - - if (!sShadowRender) - { - // order alpha groups by distance - std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater()); - - // order rigged alpha groups by avatar attachment order - std::sort(sCull->beginRiggedAlphaGroups(), sCull->endRiggedAlphaGroups(), LLSpatialGroup::CompareRenderOrder()); - } - - LL_PUSH_CALLSTACKS(); - // only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus - if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender && !gCubeSnapshot) - { - if (sRenderScriptedTouchBeacons) - { - // Only show the beacon on the root object. - forAllVisibleDrawables(renderScriptedTouchBeacons); - } - else if (sRenderScriptedBeacons) - { - // Only show the beacon on the root object. - forAllVisibleDrawables(renderScriptedBeacons); - } - - if (sRenderPhysicalBeacons) - { - // Only show the beacon on the root object. - forAllVisibleDrawables(renderPhysicalBeacons); - } - - if (sRenderMOAPBeacons) - { - forAllVisibleDrawables(renderMOAPBeacons); - } - - if (sRenderParticleBeacons) - { - forAllVisibleDrawables(renderParticleBeacons); - } - - // If god mode, also show audio cues - if (sRenderSoundBeacons && gAudiop) - { - // Walk all sound sources and render out beacons for them. Note, this isn't done in the ForAllVisibleDrawables function, because - // some are not visible. - LLAudioEngine::source_map::iterator iter; - for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter) - { - LLAudioSource *sourcep = iter->second; - - LLVector3d pos_global = sourcep->getPositionGlobal(); - LLVector3 pos = gAgent.getPosAgentFromGlobal(pos_global); - if (gPipeline.sRenderBeacons) - { - // pos += LLVector3(0.f, 0.f, 0.2f); - gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth); - } - } - // now deal with highlights for all those seeable sound sources - forAllVisibleDrawables(renderSoundHighlights); - } - } - LL_PUSH_CALLSTACKS(); - // If managing your telehub, draw beacons at telehub and currently selected spawnpoint. - if (LLFloaterTelehub::renderBeacons() && !sShadowRender && !gCubeSnapshot) - { - LLFloaterTelehub::addBeacons(); - } - - if (!sShadowRender && !gCubeSnapshot) - { - mSelectedFaces.clear(); - - if (!gNonInteractive) - { - LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit()); - } - - // Draw face highlights for selected faces. - if (LLSelectMgr::getInstance()->getTEMode()) - { - struct f : public LLSelectedTEFunctor - { - virtual bool apply(LLViewerObject *object, S32 te) - { - if (object->mDrawable) - { - LLFace *facep = object->mDrawable->getFace(te); - if (facep) - { - gPipeline.mSelectedFaces.push_back(facep); - } - } - return true; - } - } func; - LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func); - } - } - - // LLSpatialGroup::sNoDelete = false; - LL_PUSH_CALLSTACKS(); -} - - -void render_hud_elements() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_UI; //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI); - gPipeline.disableLights(); - - LLGLSUIDefault gls_ui; - - //LLGLEnable stencil(GL_STENCIL_TEST); - //glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); - //glStencilMask(0xFFFFFFFF); - //glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - - gUIProgram.bind(); - gGL.color4f(1, 1, 1, 1); - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - - if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) - { - gViewerWindow->renderSelections(false, false, false); // For HUD version in render_ui_3d() - - // Draw the tracking overlays - LLTracker::render3D(); - - if (LLWorld::instanceExists()) - { - // Show the property lines - LLWorld::getInstance()->renderPropertyLines(); - } - LLViewerParcelMgr::getInstance()->render(); - LLViewerParcelMgr::getInstance()->renderParcelCollision(); - } - else if (gForceRenderLandFence) - { - // This is only set when not rendering the UI, for parcel snapshots - LLViewerParcelMgr::getInstance()->render(); - } - else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) - { - LLHUDText::renderAllHUD(); - } - - gUIProgram.unbind(); -} - -void LLPipeline::renderHighlights() -{ - assertInitialized(); - - // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD) - // Render highlighted faces. - LLGLSPipelineAlpha gls_pipeline_alpha; - LLColor4 color(1.f, 1.f, 1.f, 0.5f); - disableLights(); - - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightProgram.bind(); - gGL.diffuseColor4f(1,1,1,0.5f); - } - - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep) - { - mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); - } - - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP)) - { - // Make sure the selection image gets downloaded and decoded - mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - - U32 count = mSelectedFaces.size(); - for (U32 i = 0; i < count; i++) - { - LLFace *facep = mSelectedFaces[i]; - if (!facep || facep->getDrawable()->isDead()) - { - LL_ERRS() << "Bad face on selection" << LL_ENDL; - return; - } - - facep->renderSelected(mFaceSelectImagep, color); - } - } - - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) - { - // Paint 'em red! - color.setVec(1.f, 0.f, 0.f, 0.5f); - - int count = mHighlightFaces.size(); - for (S32 i = 0; i < count; i++) - { - LLFace* facep = mHighlightFaces[i]; - facep->renderSelected(LLViewerTexture::sNullImagep, color); - } - } - - // Contains a list of the faces of objects that are physical or - // have touch-handlers. - mHighlightFaces.clear(); - - if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0) - { - gHighlightProgram.unbind(); - } - - - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP)) - { - color.setVec(1.0f, 0.5f, 0.5f, 0.5f); - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightNormalProgram.bind(); - gGL.diffuseColor4f(1,1,1,0.5f); - } - - mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - - U32 count = mSelectedFaces.size(); - for (U32 i = 0; i < count; i++) - { - LLFace *facep = mSelectedFaces[i]; - if (!facep || facep->getDrawable()->isDead()) - { - LL_ERRS() << "Bad face on selection" << LL_ENDL; - return; - } - - facep->renderSelected(mFaceSelectImagep, color); - } - - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightNormalProgram.unbind(); - } - } - - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP)) - { - color.setVec(0.0f, 0.3f, 1.0f, 0.8f); - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightSpecularProgram.bind(); - gGL.diffuseColor4f(1,1,1,0.5f); - } - - mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - - U32 count = mSelectedFaces.size(); - for (U32 i = 0; i < count; i++) - { - LLFace *facep = mSelectedFaces[i]; - if (!facep || facep->getDrawable()->isDead()) - { - LL_ERRS() << "Bad face on selection" << LL_ENDL; - return; - } - - facep->renderSelected(mFaceSelectImagep, color); - } - - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightSpecularProgram.unbind(); - } - } -} - -//debug use -U32 LLPipeline::sCurRenderPoolType = 0 ; - -void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) -{ - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); - LL_PROFILE_GPU_ZONE("renderGeomDeferred"); - - llassert(!sRenderingHUDs); - - if (gUseWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } - - if (&camera == LLViewerCamera::getInstance()) - { // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and - // current modelview matrix - glh::matrix4f last_modelview(gGLLastModelView); - glh::matrix4f cur_modelview(gGLModelView); - - // goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space - glh::matrix4f m = last_modelview.inverse(); // last camera space to world space - m.mult_left(cur_modelview); // world space to camera space - - glh::matrix4f n = m.inverse(); - - for (U32 i = 0; i < 16; ++i) - { - gGLDeltaModelView[i] = m.m[i]; - gGLInverseDeltaModelView[i] = n.m[i]; - } - } - - bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; - - setupHWLights(); - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pools"); - - LLGLEnable cull(GL_CULL_FACE); - - for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) - { - LLDrawPool *poolp = *iter; - if (hasRenderType(poolp->getType())) - { - poolp->prerender(); - } - } - - LLVertexBuffer::unbind(); - - LLGLState::checkStates(); - - if (LLViewerShaderMgr::instance()->mShaderLevel[LLViewerShaderMgr::SHADER_DEFERRED] > 1) - { - //update reflection probe uniform - mReflectionMapManager.updateUniforms(); - } - - U32 cur_type = 0; - - gGL.setColorMask(true, true); - - pool_set_t::iterator iter1 = mPools.begin(); - - while ( iter1 != mPools.end() ) - { - LLDrawPool *poolp = *iter1; - - cur_type = poolp->getType(); - - if (occlude && cur_type >= LLDrawPool::POOL_GRASS) - { - llassert(!gCubeSnapshot); // never do occlusion culling on cube snapshots - occlude = false; - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - doOcclusion(camera); - } - - pool_set_t::iterator iter2 = iter1; - if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0) - { - LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pool render"); - - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - - for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ ) - { - LLVertexBuffer::unbind(); - poolp->beginDeferredPass(i); - for (iter2 = iter1; iter2 != mPools.end(); iter2++) - { - LLDrawPool *p = *iter2; - if (p->getType() != cur_type) - { - break; - } - - if ( !p->getSkipRenderFlag() ) { p->renderDeferred(i); } - } - poolp->endDeferredPass(i); - LLVertexBuffer::unbind(); - - LLGLState::checkStates(); - } - } - else - { - // Skip all pools of this type - for (iter2 = iter1; iter2 != mPools.end(); iter2++) - { - LLDrawPool *p = *iter2; - if (p->getType() != cur_type) - { - break; - } - } - } - iter1 = iter2; - stop_glerror(); - } - - gGLLastMatrix = NULL; - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(gGLModelView); - - gGL.setColorMask(true, false); - - } // Tracy ZoneScoped - - if (gUseWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } -} - -void LLPipeline::renderGeomPostDeferred(LLCamera& camera) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - LL_PROFILE_GPU_ZONE("renderGeomPostDeferred"); - - if (gUseWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } - - U32 cur_type = 0; - - LLGLEnable cull(GL_CULL_FACE); - - bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds - bool done_water_haze = done_atmospherics; - - // do atmospheric haze just before post water alpha - U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER; - - if (LLPipeline::sUnderWaterRender) - { // if under water, do atmospherics just before the water pass - atmospherics_pass = LLDrawPool::POOL_WATER; - } - - // do water haze just before pre water alpha - U32 water_haze_pass = LLDrawPool::POOL_ALPHA_PRE_WATER; - - calcNearbyLights(camera); - setupHWLights(); - - gGL.setSceneBlendType(LLRender::BT_ALPHA); - gGL.setColorMask(true, false); - - pool_set_t::iterator iter1 = mPools.begin(); - - if (gDebugGL || gDebugPipeline) - { - LLGLState::checkStates(GL_FALSE); - } - - while ( iter1 != mPools.end() ) - { - LLDrawPool *poolp = *iter1; - - cur_type = poolp->getType(); - - if (cur_type >= atmospherics_pass && !done_atmospherics) - { // do atmospherics against depth buffer before rendering alpha - doAtmospherics(); - done_atmospherics = true; - } - - if (cur_type >= water_haze_pass && !done_water_haze) - { // do water haze against depth buffer before rendering alpha - doWaterHaze(); - done_water_haze = true; - } - - pool_set_t::iterator iter2 = iter1; - if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0) - { - LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred poolrender"); - - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - - for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ ) - { - LLVertexBuffer::unbind(); - poolp->beginPostDeferredPass(i); - for (iter2 = iter1; iter2 != mPools.end(); iter2++) - { - LLDrawPool *p = *iter2; - if (p->getType() != cur_type) - { - break; - } - - p->renderPostDeferred(i); - } - poolp->endPostDeferredPass(i); - LLVertexBuffer::unbind(); - - if (gDebugGL || gDebugPipeline) - { - LLGLState::checkStates(GL_FALSE); - } - } - } - else - { - // Skip all pools of this type - for (iter2 = iter1; iter2 != mPools.end(); iter2++) - { - LLDrawPool *p = *iter2; - if (p->getType() != cur_type) - { - break; - } - } - } - iter1 = iter2; - stop_glerror(); - } - - gGLLastMatrix = NULL; - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(gGLModelView); - - if (!gCubeSnapshot) - { - // debug displays - renderHighlights(); - mHighlightFaces.clear(); - - renderDebug(); - } - - if (gUseWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } -} - -void LLPipeline::renderGeomShadow(LLCamera& camera) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - LL_PROFILE_GPU_ZONE("renderGeomShadow"); - U32 cur_type = 0; - - LLGLEnable cull(GL_CULL_FACE); - - LLVertexBuffer::unbind(); - - pool_set_t::iterator iter1 = mPools.begin(); - - while ( iter1 != mPools.end() ) - { - LLDrawPool *poolp = *iter1; - - cur_type = poolp->getType(); - - pool_set_t::iterator iter2 = iter1; - if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0) - { - poolp->prerender() ; - - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - - for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ ) - { - LLVertexBuffer::unbind(); - poolp->beginShadowPass(i); - for (iter2 = iter1; iter2 != mPools.end(); iter2++) - { - LLDrawPool *p = *iter2; - if (p->getType() != cur_type) - { - break; - } - - p->renderShadow(i); - } - poolp->endShadowPass(i); - LLVertexBuffer::unbind(); - } - } - else - { - // Skip all pools of this type - for (iter2 = iter1; iter2 != mPools.end(); iter2++) - { - LLDrawPool *p = *iter2; - if (p->getType() != cur_type) - { - break; - } - } - } - iter1 = iter2; - stop_glerror(); - } - - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); -} - - -static U32 sIndicesDrawnCount = 0; - -void LLPipeline::addTrianglesDrawn(S32 index_count) -{ - sIndicesDrawnCount += index_count; -} - -void LLPipeline::recordTrianglesDrawn() -{ - assertInitialized(); - U32 count = sIndicesDrawnCount / 3; - sIndicesDrawnCount = 0; - add(LLStatViewer::TRIANGLES_DRAWN, LLUnits::Triangles::fromValue(count)); -} - -void LLPipeline::renderPhysicsDisplay() -{ - if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) - { - return; - } - - gGL.flush(); - gDebugProgram.bind(); - - LLGLEnable(GL_POLYGON_OFFSET_LINE); - glPolygonOffset(3.f, 3.f); - glLineWidth(3.f); - LLGLEnable blend(GL_BLEND); - gGL.setSceneBlendType(LLRender::BT_ALPHA); - - for (int pass = 0; pass < 3; ++pass) - { - // pass 0 - depth write enabled, color write disabled, fill - // pass 1 - depth write disabled, color write enabled, fill - // pass 2 - depth write disabled, color write enabled, wireframe - gGL.setColorMask(pass >= 1, false); - LLGLDepthTest depth(GL_TRUE, pass == 0); - - bool wireframe = (pass == 2); - - if (wireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - if (hasRenderType(part->mDrawableType)) - { - part->renderPhysicsShapes(wireframe); - } - } - } - } - gGL.flush(); - - if (wireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } - } - glLineWidth(1.f); - gDebugProgram.unbind(); - -} - -extern std::set visible_selected_groups; - -void LLPipeline::renderDebug() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - - assertInitialized(); - - bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD); - - if (!hud_only ) - { - //Render any navmesh geometry - LLPathingLib *llPathingLibInstance = LLPathingLib::getInstance(); - if ( llPathingLibInstance != NULL ) - { - //character floater renderables - - LLHandle pathfindingCharacterHandle = LLFloaterPathfindingCharacters::getInstanceHandle(); - if ( !pathfindingCharacterHandle.isDead() ) - { - LLFloaterPathfindingCharacters *pathfindingCharacter = pathfindingCharacterHandle.get(); - - if ( pathfindingCharacter->getVisible() || gAgentCamera.cameraMouselook() ) - { - gPathfindingProgram.bind(); - gPathfindingProgram.uniform1f(sTint, 1.f); - gPathfindingProgram.uniform1f(sAmbiance, 1.f); - gPathfindingProgram.uniform1f(sAlphaScale, 1.f); - - //Requried character physics capsule render parameters - LLUUID id; - LLVector3 pos; - LLQuaternion rot; - - if ( pathfindingCharacter->isPhysicsCapsuleEnabled( id, pos, rot ) ) - { - //remove blending artifacts - gGL.setColorMask(false, false); - llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot ); - gGL.setColorMask(true, false); - LLGLEnable blend(GL_BLEND); - gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); - llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot ); - gPathfindingProgram.bind(); - } - } - } - - - //pathing console renderables - LLHandle pathfindingConsoleHandle = LLFloaterPathfindingConsole::getInstanceHandle(); - if (!pathfindingConsoleHandle.isDead()) - { - LLFloaterPathfindingConsole *pathfindingConsole = pathfindingConsoleHandle.get(); - - if ( pathfindingConsole->getVisible() || gAgentCamera.cameraMouselook() ) - { - F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance"); - - gPathfindingProgram.bind(); - - gPathfindingProgram.uniform1f(sTint, 1.f); - gPathfindingProgram.uniform1f(sAmbiance, ambiance); - gPathfindingProgram.uniform1f(sAlphaScale, 1.f); - - if ( !pathfindingConsole->isRenderWorld() ) - { - const LLColor4 clearColor = gSavedSettings.getColor4("PathfindingNavMeshClear"); - gGL.setColorMask(true, true); - glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // no stencil -- deprecated | GL_STENCIL_BUFFER_BIT); - gGL.setColorMask(true, false); - glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - } - - //NavMesh - if ( pathfindingConsole->isRenderNavMesh() ) - { - gGL.flush(); - glLineWidth(2.0f); - LLGLEnable cull(GL_CULL_FACE); - LLGLDisable blend(GL_BLEND); - - if ( pathfindingConsole->isRenderWorld() ) - { - LLGLEnable blend(GL_BLEND); - gPathfindingProgram.uniform1f(sAlphaScale, 0.66f); - llPathingLibInstance->renderNavMesh(); - } - else - { - llPathingLibInstance->renderNavMesh(); - } - - //render edges - gPathfindingNoNormalsProgram.bind(); - gPathfindingNoNormalsProgram.uniform1f(sTint, 1.f); - gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, 1.f); - llPathingLibInstance->renderNavMeshEdges(); - gPathfindingProgram.bind(); - - gGL.flush(); - glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - glLineWidth(1.0f); - gGL.flush(); - } - //User designated path - if ( LLPathfindingPathTool::getInstance()->isRenderPath() ) - { - //The path - gUIProgram.bind(); - gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); - llPathingLibInstance->renderPath(); - gPathfindingProgram.bind(); - - //The bookends - //remove blending artifacts - gGL.setColorMask(false, false); - llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START ); - llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END ); - - gGL.setColorMask(true, false); - //render the bookends - LLGLEnable blend(GL_BLEND); - gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); - llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START ); - llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END ); - gPathfindingProgram.bind(); - } - - if ( pathfindingConsole->isRenderWaterPlane() ) - { - LLGLEnable blend(GL_BLEND); - gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); - llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() ); - } - //physics/exclusion shapes - if ( pathfindingConsole->isRenderAnyShapes() ) - { - U32 render_order[] = { - 1 << LLPathingLib::LLST_ObstacleObjects, - 1 << LLPathingLib::LLST_WalkableObjects, - 1 << LLPathingLib::LLST_ExclusionPhantoms, - 1 << LLPathingLib::LLST_MaterialPhantoms, - }; - - U32 flags = pathfindingConsole->getRenderShapeFlags(); - - for (U32 i = 0; i < 4; i++) - { - if (!(flags & render_order[i])) - { - continue; - } - - //turn off backface culling for volumes so they are visible when camera is inside volume - LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0); - - gGL.flush(); - glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - - //get rid of some z-fighting - LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); - glPolygonOffset(1.0f, 1.0f); - - //render to depth first to avoid blending artifacts - gGL.setColorMask(false, false); - llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); - gGL.setColorMask(true, false); - - //get rid of some z-fighting - glPolygonOffset(0.f, 0.f); - - LLGLEnable blend(GL_BLEND); - - { - gPathfindingProgram.uniform1f(sAmbiance, ambiance); - - { //draw solid overlay - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_LEQUAL); - llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); - gGL.flush(); - } - - LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE); - glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); - - F32 offset = gSavedSettings.getF32("PathfindingLineOffset"); - - if (pathfindingConsole->isRenderXRay()) - { - gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); - gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); - LLGLEnable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); - - glPolygonOffset(offset, -offset); - - if (gSavedSettings.getBOOL("PathfindingXRayWireframe")) - { //draw hidden wireframe as darker and less opaque - gPathfindingProgram.uniform1f(sAmbiance, 1.f); - llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); - } - else - { - glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - gPathfindingProgram.uniform1f(sAmbiance, ambiance); - llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } - } - - { //draw visible wireframe as brighter, thicker and more opaque - glPolygonOffset(offset, offset); - gPathfindingProgram.uniform1f(sAmbiance, 1.f); - gPathfindingProgram.uniform1f(sTint, 1.f); - gPathfindingProgram.uniform1f(sAlphaScale, 1.f); - - glLineWidth(gSavedSettings.getF32("PathfindingLineWidth")); - LLGLDisable blendOut(GL_BLEND); - llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); - gGL.flush(); - glLineWidth(1.f); - } - - glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - } - } - } - - glPolygonOffset(0.f, 0.f); - - if ( pathfindingConsole->isRenderNavMesh() && pathfindingConsole->isRenderXRay() ) - { //render navmesh xray - F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance"); - - LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE); - LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); - - F32 offset = gSavedSettings.getF32("PathfindingLineOffset"); - glPolygonOffset(offset, -offset); - - LLGLEnable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); - gGL.flush(); - glLineWidth(2.0f); - LLGLEnable cull(GL_CULL_FACE); - - gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); - gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); - - if (gSavedSettings.getBOOL("PathfindingXRayWireframe")) - { //draw hidden wireframe as darker and less opaque - glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); - gPathfindingProgram.uniform1f(sAmbiance, 1.f); - llPathingLibInstance->renderNavMesh(); - glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - } - else - { - gPathfindingProgram.uniform1f(sAmbiance, ambiance); - llPathingLibInstance->renderNavMesh(); - } - - //render edges - gPathfindingNoNormalsProgram.bind(); - gPathfindingNoNormalsProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); - gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); - llPathingLibInstance->renderNavMeshEdges(); - gPathfindingProgram.bind(); - - gGL.flush(); - glLineWidth(1.0f); - } - - glPolygonOffset(0.f, 0.f); - - gGL.flush(); - gPathfindingProgram.unbind(); - } - } - } - } - - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - gGL.setColorMask(true, false); - - - if (!hud_only && !mDebugBlips.empty()) - { //render debug blips - gUIProgram.bind(); - gGL.color4f(1, 1, 1, 1); - - gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true); - - glPointSize(8.f); - LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); - - gGL.begin(LLRender::POINTS); - for (std::list::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); ) - { - DebugBlip& blip = *iter; - - blip.mAge += gFrameIntervalSeconds.value(); - if (blip.mAge > 2.f) - { - mDebugBlips.erase(iter++); - } - else - { - iter++; - } - - blip.mPosition.mV[2] += gFrameIntervalSeconds.value()*2.f; - - gGL.color4fv(blip.mColor.mV); - gGL.vertex3fv(blip.mPosition.mV); - } - gGL.end(); - gGL.flush(); - glPointSize(1.f); - } - - // Debug stuff. - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) - { - LLSpatialPartition* part = region->getSpatialPartition(i); - if (part) - { - if ( (hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) || - (!hud_only && hasRenderType(part->mDrawableType)) ) - { - part->renderDebug(); - } - } - } - } - - for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) - { - LLSpatialBridge* bridge = *i; - if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) - { - gGL.pushMatrix(); - gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); - bridge->renderDebug(); - gGL.popMatrix(); - } - } - - if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) - { //render visible selected group occlusion geometry - gDebugProgram.bind(); - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - gGL.diffuseColor3f(1,0,1); - for (std::set::iterator iter = visible_selected_groups.begin(); iter != visible_selected_groups.end(); ++iter) - { - LLSpatialGroup* group = *iter; - - LLVector4a fudge; - fudge.splat(0.25f); //SG_OCCLUSION_FUDGE - - LLVector4a size; - const LLVector4a* bounds = group->getBounds(); - size.setAdd(fudge, bounds[1]); - - drawBox(bounds[0], size); - } - } - - visible_selected_groups.clear(); - - //draw reflection probes and links between them - if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_REFLECTION_PROBES) && !hud_only) - { - mReflectionMapManager.renderDebug(); - } - - if (gSavedSettings.getBOOL("RenderReflectionProbeVolumes") && !hud_only) - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display"); - - bindDeferredShader(gReflectionProbeDisplayProgram, NULL); - mScreenTriangleVB->setBuffer(); - - LLGLEnable blend(GL_BLEND); - LLGLDepthTest depth(GL_FALSE); - - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - unbindDeferredShader(gReflectionProbeDisplayProgram); - } - - gUIProgram.bind(); - - if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST) && !hud_only) - { //draw crosshairs on particle intersection - if (gDebugRaycastParticle) - { - gDebugProgram.bind(); - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - LLVector3 center(gDebugRaycastParticleIntersection.getF32ptr()); - LLVector3 size(0.1f, 0.1f, 0.1f); - - LLVector3 p[6]; - - p[0] = center + size.scaledVec(LLVector3(1,0,0)); - p[1] = center + size.scaledVec(LLVector3(-1,0,0)); - p[2] = center + size.scaledVec(LLVector3(0,1,0)); - p[3] = center + size.scaledVec(LLVector3(0,-1,0)); - p[4] = center + size.scaledVec(LLVector3(0,0,1)); - p[5] = center + size.scaledVec(LLVector3(0,0,-1)); - - gGL.begin(LLRender::LINES); - gGL.diffuseColor3f(1.f, 1.f, 0.f); - for (U32 i = 0; i < 6; i++) - { - gGL.vertex3fv(p[i].mV); - } - gGL.end(); - gGL.flush(); - - gDebugProgram.unbind(); - } - } - - if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !hud_only) - { - LLVertexBuffer::unbind(); - - LLGLEnable blend(GL_BLEND); - LLGLDepthTest depth(true, false); - LLGLDisable cull(GL_CULL_FACE); - - gGL.color4f(1,1,1,1); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - F32 a = 0.1f; - - F32 col[] = - { - 1,0,0,a, - 0,1,0,a, - 0,0,1,a, - 1,0,1,a, - - 1,1,0,a, - 0,1,1,a, - 1,1,1,a, - 1,0,1,a, - }; - - for (U32 i = 0; i < 8; i++) - { - LLVector3* frust = mShadowCamera[i].mAgentFrustum; - - if (i > 3) - { //render shadow frusta as volumes - if (mShadowFrustPoints[i-4].empty()) - { - continue; - } - - gGL.color4fv(col+(i-4)*4); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); - gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); - gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); - gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); - gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); - gGL.end(); - - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex3fv(frust[0].mV); - gGL.vertex3fv(frust[1].mV); - gGL.vertex3fv(frust[3].mV); - gGL.vertex3fv(frust[2].mV); - gGL.end(); - - gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.vertex3fv(frust[4].mV); - gGL.vertex3fv(frust[5].mV); - gGL.vertex3fv(frust[7].mV); - gGL.vertex3fv(frust[6].mV); - gGL.end(); - } - - - if (i < 4) - { - - //if (i == 0 || !mShadowFrustPoints[i].empty()) - { - //render visible point cloud - gGL.flush(); - glPointSize(8.f); - gGL.begin(LLRender::POINTS); - - F32* c = col+i*4; - gGL.color3fv(c); - - for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j) - { - gGL.vertex3fv(mShadowFrustPoints[i][j].mV); - - } - gGL.end(); - - gGL.flush(); - glPointSize(1.f); - - LLVector3* ext = mShadowExtents[i]; - LLVector3 pos = (ext[0]+ext[1])*0.5f; - LLVector3 size = (ext[1]-ext[0])*0.5f; - drawBoxOutline(pos, size); - - //render camera frustum splits as outlines - gGL.begin(LLRender::LINES); - gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV); - gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV); - gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV); - gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV); - gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV); - gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV); - gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV); - gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV); - gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); - gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); - gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); - gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); - gGL.end(); - } - } - - /*gGL.flush(); - glLineWidth(16-i*2); - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++) - { - LLSpatialPartition* part = region->getSpatialPartition(j); - if (part) - { - if (hasRenderType(part->mDrawableType)) - { - part->renderIntersectingBBoxes(&mShadowCamera[i]); - } - } - } - } - gGL.flush(); - glLineWidth(1.f);*/ - } - } - - if (mRenderDebugMask & RENDER_DEBUG_WIND_VECTORS) - { - gAgent.getRegion()->mWind.renderVectors(); - } - - if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION) - { - // Debug composition layers - F32 x, y; - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - if (gAgent.getRegion()) - { - gGL.begin(LLRender::POINTS); - // Draw the composition layer for the region that I'm in. - for (x = 0; x <= 260; x++) - { - for (y = 0; y <= 260; y++) - { - if ((x > 255) || (y > 255)) - { - gGL.color4f(1.f, 0.f, 0.f, 1.f); - } - else - { - gGL.color4f(0.f, 0.f, 1.f, 1.f); - } - F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y); - z *= 5.f; - z += 50.f; - gGL.vertex3f(x, y, z); - } - } - gGL.end(); - } - } - - gGL.flush(); - gUIProgram.unbind(); -} - -void LLPipeline::rebuildPools() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - - assertInitialized(); - - S32 max_count = mPools.size(); - pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool); - while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS) - { - if (iter1 == mPools.end()) - { - iter1 = mPools.begin(); - } - LLDrawPool* poolp = *iter1; - - if (poolp->isDead()) - { - mPools.erase(iter1++); - removeFromQuickLookup( poolp ); - if (poolp == mLastRebuildPool) - { - mLastRebuildPool = NULL; - } - delete poolp; - } - else - { - mLastRebuildPool = poolp; - iter1++; - } - max_count--; - } -} - -void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp ) -{ - assertInitialized(); - - switch( new_poolp->getType() ) - { - case LLDrawPool::POOL_SIMPLE: - if (mSimplePool) - { - llassert(0); - LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL; - } - else - { - mSimplePool = (LLRenderPass*) new_poolp; - } - break; - - case LLDrawPool::POOL_ALPHA_MASK: - if (mAlphaMaskPool) - { - llassert(0); - LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL; - break; - } - else - { - mAlphaMaskPool = (LLRenderPass*) new_poolp; - } - break; - - case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK: - if (mFullbrightAlphaMaskPool) - { - llassert(0); - LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL; - break; - } - else - { - mFullbrightAlphaMaskPool = (LLRenderPass*) new_poolp; - } - break; - - case LLDrawPool::POOL_GRASS: - if (mGrassPool) - { - llassert(0); - LL_WARNS() << "Ignoring duplicate grass pool." << LL_ENDL; - } - else - { - mGrassPool = (LLRenderPass*) new_poolp; - } - break; - - case LLDrawPool::POOL_FULLBRIGHT: - if (mFullbrightPool) - { - llassert(0); - LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL; - } - else - { - mFullbrightPool = (LLRenderPass*) new_poolp; - } - break; - - case LLDrawPool::POOL_GLOW: - if (mGlowPool) - { - llassert(0); - LL_WARNS() << "Ignoring duplicate glow pool." << LL_ENDL; - } - else - { - mGlowPool = (LLRenderPass*) new_poolp; - } - break; - - case LLDrawPool::POOL_TREE: - mTreePools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ; - break; - - case LLDrawPool::POOL_TERRAIN: - mTerrainPools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ; - break; - - case LLDrawPool::POOL_BUMP: - if (mBumpPool) - { - llassert(0); - LL_WARNS() << "Ignoring duplicate bump pool." << LL_ENDL; - } - else - { - mBumpPool = new_poolp; - } - break; - case LLDrawPool::POOL_MATERIALS: - if (mMaterialsPool) - { - llassert(0); - LL_WARNS() << "Ignorning duplicate materials pool." << LL_ENDL; - } - else - { - mMaterialsPool = new_poolp; - } - break; - case LLDrawPool::POOL_ALPHA_PRE_WATER: - if( mAlphaPoolPreWater ) - { - llassert(0); - LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha pre-water pool" << LL_ENDL; - } - else - { - mAlphaPoolPreWater = (LLDrawPoolAlpha*) new_poolp; - } - break; - case LLDrawPool::POOL_ALPHA_POST_WATER: - if (mAlphaPoolPostWater) - { - llassert(0); - LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha post-water pool" << LL_ENDL; - } - else - { - mAlphaPoolPostWater = (LLDrawPoolAlpha*)new_poolp; - } - break; - - case LLDrawPool::POOL_AVATAR: - case LLDrawPool::POOL_CONTROL_AV: - break; // Do nothing - - case LLDrawPool::POOL_SKY: - if( mSkyPool ) - { - llassert(0); - LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << LL_ENDL; - } - else - { - mSkyPool = new_poolp; - } - break; - - case LLDrawPool::POOL_WATER: - if( mWaterPool ) - { - llassert(0); - LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water pool" << LL_ENDL; - } - else - { - mWaterPool = new_poolp; - } - break; - - case LLDrawPool::POOL_WL_SKY: - if( mWLSkyPool ) - { - llassert(0); - LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << LL_ENDL; - } - else - { - mWLSkyPool = new_poolp; - } - break; - - case LLDrawPool::POOL_GLTF_PBR: - if( mPBROpaquePool ) - { - llassert(0); - LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Opaque Pool" << LL_ENDL; - } - else - { - mPBROpaquePool = new_poolp; - } - break; - - case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: - if (mPBRAlphaMaskPool) - { - llassert(0); - LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Alpha Mask Pool" << LL_ENDL; - } - else - { - mPBRAlphaMaskPool = new_poolp; - } - break; - - - default: - llassert(0); - LL_WARNS() << "Invalid Pool Type in LLPipeline::addPool()" << LL_ENDL; - break; - } -} - -void LLPipeline::removePool( LLDrawPool* poolp ) -{ - assertInitialized(); - removeFromQuickLookup(poolp); - mPools.erase(poolp); - delete poolp; -} - -void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp ) -{ - assertInitialized(); - switch( poolp->getType() ) - { - case LLDrawPool::POOL_SIMPLE: - llassert(mSimplePool == poolp); - mSimplePool = NULL; - break; - - case LLDrawPool::POOL_ALPHA_MASK: - llassert(mAlphaMaskPool == poolp); - mAlphaMaskPool = NULL; - break; - - case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK: - llassert(mFullbrightAlphaMaskPool == poolp); - mFullbrightAlphaMaskPool = NULL; - break; - - case LLDrawPool::POOL_GRASS: - llassert(mGrassPool == poolp); - mGrassPool = NULL; - break; - - case LLDrawPool::POOL_FULLBRIGHT: - llassert(mFullbrightPool == poolp); - mFullbrightPool = NULL; - break; - - case LLDrawPool::POOL_WL_SKY: - llassert(mWLSkyPool == poolp); - mWLSkyPool = NULL; - break; - - case LLDrawPool::POOL_GLOW: - llassert(mGlowPool == poolp); - mGlowPool = NULL; - break; - - case LLDrawPool::POOL_TREE: - #ifdef _DEBUG - { - bool found = mTreePools.erase( (uintptr_t)poolp->getTexture() ); - llassert( found ); - } - #else - mTreePools.erase( (uintptr_t)poolp->getTexture() ); - #endif - break; - - case LLDrawPool::POOL_TERRAIN: - #ifdef _DEBUG - { - bool found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() ); - llassert( found ); - } - #else - mTerrainPools.erase( (uintptr_t)poolp->getTexture() ); - #endif - break; - - case LLDrawPool::POOL_BUMP: - llassert( poolp == mBumpPool ); - mBumpPool = NULL; - break; - - case LLDrawPool::POOL_MATERIALS: - llassert(poolp == mMaterialsPool); - mMaterialsPool = NULL; - break; - - case LLDrawPool::POOL_ALPHA_PRE_WATER: - llassert( poolp == mAlphaPoolPreWater ); - mAlphaPoolPreWater = nullptr; - break; - - case LLDrawPool::POOL_ALPHA_POST_WATER: - llassert(poolp == mAlphaPoolPostWater); - mAlphaPoolPostWater = nullptr; - break; - - case LLDrawPool::POOL_AVATAR: - case LLDrawPool::POOL_CONTROL_AV: - break; // Do nothing - - case LLDrawPool::POOL_SKY: - llassert( poolp == mSkyPool ); - mSkyPool = NULL; - break; - - case LLDrawPool::POOL_WATER: - llassert( poolp == mWaterPool ); - mWaterPool = NULL; - break; - - case LLDrawPool::POOL_GLTF_PBR: - llassert( poolp == mPBROpaquePool ); - mPBROpaquePool = NULL; - break; - - case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: - llassert(poolp == mPBRAlphaMaskPool); - mPBRAlphaMaskPool = NULL; - break; - - default: - llassert(0); - LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL; - break; - } -} - -void LLPipeline::resetDrawOrders() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - assertInitialized(); - // Iterate through all of the draw pools and rebuild them. - for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) - { - LLDrawPool *poolp = *iter; - poolp->resetDrawOrders(); - } -} - -//============================================================================ -// Once-per-frame setup of hardware lights, -// including sun/moon, avatar backlight, and up to 6 local lights - -void LLPipeline::setupAvatarLights(bool for_edit) -{ - assertInitialized(); - - LLEnvironment& environment = LLEnvironment::instance(); - LLSettingsSky::ptr_t psky = environment.getCurrentSky(); - - bool sun_up = environment.getIsSunUp(); - - - if (for_edit) - { - LLColor4 diffuse(1.f, 1.f, 1.f, 0.f); - LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light - LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview(); - LLMatrix4 camera_rot(camera_mat.getMat3()); - camera_rot.invert(); - LLVector4 light_pos = light_pos_cam * camera_rot; - - light_pos.normalize(); - - LLLightState* light = gGL.getLight(1); - - mHWLightColors[1] = diffuse; - - light->setDiffuse(diffuse); - light->setAmbient(LLColor4::black); - light->setSpecular(LLColor4::black); - light->setPosition(light_pos); - light->setConstantAttenuation(1.f); - light->setLinearAttenuation(0.f); - light->setQuadraticAttenuation(0.f); - light->setSpotExponent(0.f); - light->setSpotCutoff(180.f); - } - else if (gAvatarBacklight) - { - LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir); - LLVector3 opposite_pos = -light_dir; - LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis; - LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f); - backlight_pos.normalize(); - - LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse; - - LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f); - F32 max_component = 0.001f; - for (S32 i = 0; i < 3; i++) - { - if (backlight_diffuse.mV[i] > max_component) - { - max_component = backlight_diffuse.mV[i]; - } - } - F32 backlight_mag; - if (LLEnvironment::instance().getIsSunUp()) - { - backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT; - } - else - { - backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT; - } - backlight_diffuse *= backlight_mag / max_component; - - mHWLightColors[1] = backlight_diffuse; - - LLLightState* light = gGL.getLight(1); - - light->setPosition(backlight_pos); - light->setDiffuse(backlight_diffuse); - light->setAmbient(LLColor4::black); - light->setSpecular(LLColor4::black); - light->setConstantAttenuation(1.f); - light->setLinearAttenuation(0.f); - light->setQuadraticAttenuation(0.f); - light->setSpotExponent(0.f); - light->setSpotCutoff(180.f); - } - else - { - LLLightState* light = gGL.getLight(1); - - mHWLightColors[1] = LLColor4::black; - - light->setDiffuse(LLColor4::black); - light->setAmbient(LLColor4::black); - light->setSpecular(LLColor4::black); - } -} - -static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - F32 inten = light->getLightIntensity(); - if (inten < .001f) - { - return max_dist; - } - bool selected = light->isSelected(); - if (selected) - { - return 0.f; // selected lights get highest priority - } - F32 radius = light->getLightRadius(); - F32 dist = dist_vec(light->getRenderPosition(), cam_pos); - dist = llmax(dist - radius, 0.f); - if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE)) - { - // moving lights get a little higher priority (too much causes artifacts) - dist = llmax(dist - light->getLightRadius()*0.25f, 0.f); - } - return dist; -} - -void LLPipeline::calcNearbyLights(LLCamera& camera) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - assertInitialized(); - - if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs) - { - return; - } - - static LLCachedControl local_light_count(gSavedSettings, "RenderLocalLightCount", 256); - - if (local_light_count >= 1) - { - // mNearbyLight (and all light_set_t's) are sorted such that - // begin() == the closest light and rbegin() == the farthest light - const S32 MAX_LOCAL_LIGHTS = 6; - LLVector3 cam_pos = camera.getOrigin(); - - F32 max_dist; - if (LLPipeline::sRenderDeferred) - { - max_dist = RenderFarClip; - } - else - { - max_dist = llmin(RenderFarClip, LIGHT_MAX_RADIUS * 4.f); - } - - // UPDATE THE EXISTING NEARBY LIGHTS - light_set_t cur_nearby_lights; - for (light_set_t::iterator iter = mNearbyLights.begin(); - iter != mNearbyLights.end(); iter++) - { - const Light* light = &(*iter); - LLDrawable* drawable = light->drawable; - const LLViewerObject *vobj = light->drawable->getVObj(); - if(vobj && vobj->getAvatar() - && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList() || vobj->getAvatar()->isTooSlow()) - ) - { - drawable->clearState(LLDrawable::NEARBY_LIGHT); - continue; - } - - LLVOVolume* volight = drawable->getVOVolume(); - if (!volight || !drawable->isState(LLDrawable::LIGHT)) - { - drawable->clearState(LLDrawable::NEARBY_LIGHT); - continue; - } - if (light->fade <= -LIGHT_FADE_TIME) - { - drawable->clearState(LLDrawable::NEARBY_LIGHT); - continue; - } - if (!sRenderAttachedLights && volight && volight->isAttachment()) - { - drawable->clearState(LLDrawable::NEARBY_LIGHT); - continue; - } - - F32 dist = calc_light_dist(volight, cam_pos, max_dist); - F32 fade = light->fade; - // actual fade gets decreased/increased by setupHWLights - // light->fade value is 'time'. - // >=0 and light will become visible as value increases - // <0 and light will fade out - if (dist < max_dist) - { - if (fade < 0) - { - // mark light to fade in - // if fade was -LIGHT_FADE_TIME - it was fully invisible - // if fade -0 - it was fully visible - // visibility goes up from 0 to LIGHT_FADE_TIME. - fade += LIGHT_FADE_TIME; - } - } - else - { - // mark light to fade out - // visibility goes down from -0 to -LIGHT_FADE_TIME. - if (fade >= LIGHT_FADE_TIME) - { - fade = -0.0001f; // was fully visible - } - else if (fade >= 0) - { - // 0.75 visible light should stay 0.75 visible, but should reverse direction - fade -= LIGHT_FADE_TIME; - } - } - cur_nearby_lights.insert(Light(drawable, dist, fade)); - } - mNearbyLights = cur_nearby_lights; - - // FIND NEW LIGHTS THAT ARE IN RANGE - light_set_t new_nearby_lights; - for (LLDrawable::ordered_drawable_set_t::iterator iter = mLights.begin(); - iter != mLights.end(); ++iter) - { - LLDrawable* drawable = *iter; - LLVOVolume* light = drawable->getVOVolume(); - if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT)) - { - continue; - } - if (light->isHUDAttachment()) - { - continue; // no lighting from HUD objects - } - if (!sRenderAttachedLights && light && light->isAttachment()) - { - continue; - } - LLVOAvatar * av = light->getAvatar(); - if (av && (av->isTooComplex() || av->isInMuteList() || av->isTooSlow())) - { - // avatars that are already in the list will be removed by removeMutedAVsLights - continue; - } - F32 dist = calc_light_dist(light, cam_pos, max_dist); - if (dist >= max_dist) - { - continue; - } - new_nearby_lights.insert(Light(drawable, dist, 0.f)); - if (!LLPipeline::sRenderDeferred && new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS) - { - new_nearby_lights.erase(--new_nearby_lights.end()); - const Light& last = *new_nearby_lights.rbegin(); - max_dist = last.dist; - } - } - - // INSERT ANY NEW LIGHTS - for (light_set_t::iterator iter = new_nearby_lights.begin(); - iter != new_nearby_lights.end(); iter++) - { - const Light* light = &(*iter); - if (LLPipeline::sRenderDeferred || mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS) - { - mNearbyLights.insert(*light); - ((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT); - } - else - { - // crazy cast so that we can overwrite the fade value - // even though gcc enforces sets as const - // (fade value doesn't affect sort so this is safe) - Light* farthest_light = (const_cast(&(*(mNearbyLights.rbegin())))); - if (light->dist < farthest_light->dist) - { - // mark light to fade out - // visibility goes down from -0 to -LIGHT_FADE_TIME. - // - // This is a mess, but for now it needs to be in sync - // with fade code above. Ex: code above detects distance < max, - // sets fade time to positive, this code then detects closer - // lights and sets fade time negative, fully compensating - // for the code above - if (farthest_light->fade >= LIGHT_FADE_TIME) - { - farthest_light->fade = -0.0001f; // was fully visible - } - else if (farthest_light->fade >= 0) - { - farthest_light->fade -= LIGHT_FADE_TIME; - } - } - else - { - break; // none of the other lights are closer - } - } - } - - //mark nearby lights not-removable. - for (light_set_t::iterator iter = mNearbyLights.begin(); - iter != mNearbyLights.end(); iter++) - { - const Light* light = &(*iter); - ((LLViewerOctreeEntryData*) light->drawable)->setVisible(); - } - } -} - -void LLPipeline::setupHWLights() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - assertInitialized(); - - if (LLPipeline::sRenderingHUDs) - { - return; - } - - F32 light_scale = 1.f; - - if (gCubeSnapshot) - { //darken local lights when probe ambiance is above 1 - light_scale = mReflectionMapManager.mLightScale; - } - - - LLEnvironment& environment = LLEnvironment::instance(); - LLSettingsSky::ptr_t psky = environment.getCurrentSky(); - - // Ambient - LLColor4 ambient = psky->getTotalAmbient(); - - gGL.setAmbientLightColor(ambient); - - bool sun_up = environment.getIsSunUp(); - bool moon_up = environment.getIsMoonUp(); - - // Light 0 = Sun or Moon (All objects) - { - LLVector4 sun_dir(environment.getSunDirection(), 0.0f); - LLVector4 moon_dir(environment.getMoonDirection(), 0.0f); - - mSunDir.setVec(sun_dir); - mMoonDir.setVec(moon_dir); - - mSunDiffuse.setVec(psky->getSunlightColor()); - mMoonDiffuse.setVec(psky->getMoonlightColor()); - - F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]); - if (max_color > 1.f) - { - mSunDiffuse *= 1.f/max_color; - } - mSunDiffuse.clamp(); - - max_color = llmax(mMoonDiffuse.mV[0], mMoonDiffuse.mV[1], mMoonDiffuse.mV[2]); - if (max_color > 1.f) - { - mMoonDiffuse *= 1.f/max_color; - } - mMoonDiffuse.clamp(); - - // prevent underlighting from having neither lightsource facing us - if (!sun_up && !moon_up) - { - mSunDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); - mMoonDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); - mSunDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); - mMoonDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); - } - - LLVector4 light_dir = sun_up ? mSunDir : mMoonDir; - - mHWLightColors[0] = sun_up ? mSunDiffuse : mMoonDiffuse; - - LLLightState* light = gGL.getLight(0); - light->setPosition(light_dir); - - light->setSunPrimary(sun_up); - light->setDiffuse(mHWLightColors[0]); - light->setDiffuseB(mMoonDiffuse); - light->setAmbient(psky->getTotalAmbient()); - light->setSpecular(LLColor4::black); - light->setConstantAttenuation(1.f); - light->setLinearAttenuation(0.f); - light->setQuadraticAttenuation(0.f); - light->setSpotExponent(0.f); - light->setSpotCutoff(180.f); - } - - // Light 1 = Backlight (for avatars) - // (set by enableLightsAvatar) - - S32 cur_light = 2; - - // Nearby lights = LIGHT 2-7 - - mLightMovingMask = 0; - - static LLCachedControl local_light_count(gSavedSettings, "RenderLocalLightCount", 256); - - if (local_light_count >= 1) - { - for (light_set_t::iterator iter = mNearbyLights.begin(); - iter != mNearbyLights.end(); ++iter) - { - LLDrawable* drawable = iter->drawable; - LLVOVolume* light = drawable->getVOVolume(); - if (!light) - { - continue; - } - - if (light->isAttachment()) - { - if (!sRenderAttachedLights) - { - continue; - } - } - - if (drawable->isState(LLDrawable::ACTIVE)) - { - mLightMovingMask |= (1<getLightLinearColor() * light_scale; - light_color.mV[3] = 0.0f; - - F32 fade = iter->fade; - if (fade < LIGHT_FADE_TIME) - { - // fade in/out light - if (fade >= 0.f) - { - fade = fade / LIGHT_FADE_TIME; - ((Light*) (&(*iter)))->fade += gFrameIntervalSeconds.value(); - } - else - { - fade = 1.f + fade / LIGHT_FADE_TIME; - ((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds.value(); - } - fade = llclamp(fade,0.f,1.f); - light_color *= fade; - } - - if (light_color.magVecSquared() < 0.001f) - { - continue; - } - - LLVector3 light_pos(light->getRenderPosition()); - LLVector4 light_pos_gl(light_pos, 1.0f); - - F32 adjusted_radius = light->getLightRadius() * (sRenderDeferred ? 1.5f : 1.0f); - if (adjusted_radius <= 0.001f) - { - continue; - } - - F32 x = (3.f * (1.f + (light->getLightFalloff() * 2.0f))); // why this magic? probably trying to match a historic behavior. - F32 linatten = x / adjusted_radius; // % of brightness at radius - - mHWLightColors[cur_light] = light_color; - LLLightState* light_state = gGL.getLight(cur_light); - - light_state->setPosition(light_pos_gl); - light_state->setDiffuse(light_color); - light_state->setAmbient(LLColor4::black); - light_state->setConstantAttenuation(0.f); - light_state->setSize(light->getLightRadius() * 1.5f); - light_state->setFalloff(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); - - if (sRenderDeferred) - { - light_state->setLinearAttenuation(linatten); - light_state->setQuadraticAttenuation(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF) + 1.f); // get falloff to match for forward deferred rendering lights - } - else - { - light_state->setLinearAttenuation(linatten); - light_state->setQuadraticAttenuation(0.f); - } - - - if (light->isLightSpotlight() // directional (spot-)light - && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on - { - LLQuaternion quat = light->getRenderRotation(); - LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction - at_axis *= quat; - - light_state->setSpotDirection(at_axis); - light_state->setSpotCutoff(90.f); - light_state->setSpotExponent(2.f); - - LLVector3 spotParams = light->getSpotLightParams(); - - const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]); - light_state->setSpecular(specular); - } - else // omnidirectional (point) light - { - light_state->setSpotExponent(0.f); - light_state->setSpotCutoff(180.f); - - // we use specular.z = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight - const LLColor4 specular(0.f, 0.f, 1.f, 0.f); - light_state->setSpecular(specular); - } - cur_light++; - if (cur_light >= 8) - { - break; // safety - } - } - } - for ( ; cur_light < 8 ; cur_light++) - { - mHWLightColors[cur_light] = LLColor4::black; - LLLightState* light = gGL.getLight(cur_light); - light->setSunPrimary(true); - light->setDiffuse(LLColor4::black); - light->setAmbient(LLColor4::black); - light->setSpecular(LLColor4::black); - } - - // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), - // prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20 - - // Init GL state - for (S32 i = 0; i < 8; ++i) - { - gGL.getLight(i)->disable(); - } - mLightMask = 0; -} - -void LLPipeline::enableLights(U32 mask) -{ - assertInitialized(); - - if (mLightMask != mask) - { - stop_glerror(); - if (mask) - { - stop_glerror(); - for (S32 i=0; i<8; i++) - { - LLLightState* light = gGL.getLight(i); - if (mask & (1<enable(); - light->setDiffuse(mHWLightColors[i]); - } - else - { - light->disable(); - light->setDiffuse(LLColor4::black); - } - } - stop_glerror(); - } - mLightMask = mask; - stop_glerror(); - } -} - -void LLPipeline::enableLightsDynamic() -{ - assertInitialized(); - U32 mask = 0xff & (~2); // Local lights - enableLights(mask); - - if (isAgentAvatarValid()) - { - if (gAgentAvatarp->mSpecialRenderMode == 0) // normal - { - gPipeline.enableLightsAvatar(); - } - else if (gAgentAvatarp->mSpecialRenderMode == 2) // anim preview - { - gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f)); - } - } -} - -void LLPipeline::enableLightsAvatar() -{ - U32 mask = 0xff; // All lights - setupAvatarLights(false); - enableLights(mask); -} - -void LLPipeline::enableLightsPreview() -{ - disableLights(); - - LLColor4 ambient = PreviewAmbientColor; - gGL.setAmbientLightColor(ambient); - - LLColor4 diffuse0 = PreviewDiffuse0; - LLColor4 specular0 = PreviewSpecular0; - LLColor4 diffuse1 = PreviewDiffuse1; - LLColor4 specular1 = PreviewSpecular1; - LLColor4 diffuse2 = PreviewDiffuse2; - LLColor4 specular2 = PreviewSpecular2; - - LLVector3 dir0 = PreviewDirection0; - LLVector3 dir1 = PreviewDirection1; - LLVector3 dir2 = PreviewDirection2; - - dir0.normVec(); - dir1.normVec(); - dir2.normVec(); - - LLVector4 light_pos(dir0, 0.0f); - - LLLightState* light = gGL.getLight(1); - - light->enable(); - light->setPosition(light_pos); - light->setDiffuse(diffuse0); - light->setAmbient(ambient); - light->setSpecular(specular0); - light->setSpotExponent(0.f); - light->setSpotCutoff(180.f); - - light_pos = LLVector4(dir1, 0.f); - - light = gGL.getLight(2); - light->enable(); - light->setPosition(light_pos); - light->setDiffuse(diffuse1); - light->setAmbient(ambient); - light->setSpecular(specular1); - light->setSpotExponent(0.f); - light->setSpotCutoff(180.f); - - light_pos = LLVector4(dir2, 0.f); - light = gGL.getLight(3); - light->enable(); - light->setPosition(light_pos); - light->setDiffuse(diffuse2); - light->setAmbient(ambient); - light->setSpecular(specular2); - light->setSpotExponent(0.f); - light->setSpotCutoff(180.f); -} - - -void LLPipeline::enableLightsAvatarEdit(const LLColor4& color) -{ - U32 mask = 0x2002; // Avatar backlight only, set ambient - setupAvatarLights(true); - enableLights(mask); - - gGL.setAmbientLightColor(color); -} - -void LLPipeline::enableLightsFullbright() -{ - assertInitialized(); - U32 mask = 0x1000; // Non-0 mask, set ambient - enableLights(mask); -} - -void LLPipeline::disableLights() -{ - enableLights(0); // no lighting (full bright) -} - -//============================================================================ - -class LLMenuItemGL; -class LLInvFVBridge; -struct cat_folder_pair; -class LLVOBranch; -class LLVOLeaf; - -void LLPipeline::findReferences(LLDrawable *drawablep) -{ - assertInitialized(); - if (mLights.find(drawablep) != mLights.end()) - { - LL_INFOS() << "In mLights" << LL_ENDL; - } - if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end()) - { - LL_INFOS() << "In mMovedList" << LL_ENDL; - } - if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end()) - { - LL_INFOS() << "In mShiftList" << LL_ENDL; - } - if (mRetexturedList.find(drawablep) != mRetexturedList.end()) - { - LL_INFOS() << "In mRetexturedList" << LL_ENDL; - } - - if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end()) - { - LL_INFOS() << "In mBuildQ1" << LL_ENDL; - } - - S32 count; - - count = gObjectList.findReferences(drawablep); - if (count) - { - LL_INFOS() << "In other drawables: " << count << " references" << LL_ENDL; - } -} - -bool LLPipeline::verify() -{ - bool ok = assertInitialized(); - if (ok) - { - for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) - { - LLDrawPool *poolp = *iter; - if (!poolp->verify()) - { - ok = false; - } - } - } - - if (!ok) - { - LL_WARNS() << "Pipeline verify failed!" << LL_ENDL; - } - return ok; -} - -////////////////////////////// -// -// Collision detection -// -// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * A method to compute a ray-AABB intersection. - * Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990 - * Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500) - * Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only) - * - * Hence this version is faster as well as more robust than the original one. - * - * Should work provided: - * 1) the integer representation of 0.0f is 0x00000000 - * 2) the sign bit of the float is the most significant one - * - * Report bugs: p.terdiman@codercorner.com - * - * \param aabb [in] the axis-aligned bounding box - * \param origin [in] ray origin - * \param dir [in] ray direction - * \param coord [out] impact coordinates - * \return true if ray intersects AABB - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -//#define RAYAABB_EPSILON 0.00001f -#define IR(x) ((U32&)x) - -bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon) -{ - bool Inside = true; - LLVector3 MinB = center - size; - LLVector3 MaxB = center + size; - LLVector3 MaxT; - MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f; - - // Find candidate planes. - for(U32 i=0;i<3;i++) - { - if(origin.mV[i] < MinB.mV[i]) - { - coord.mV[i] = MinB.mV[i]; - Inside = false; - - // Calculate T distances to candidate planes - if(IR(dir.mV[i])) MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i]; - } - else if(origin.mV[i] > MaxB.mV[i]) - { - coord.mV[i] = MaxB.mV[i]; - Inside = false; - - // Calculate T distances to candidate planes - if(IR(dir.mV[i])) MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i]; - } - } - - // Ray origin inside bounding box - if(Inside) - { - coord = origin; - return true; - } - - // Get largest of the maxT's for final choice of intersection - U32 WhichPlane = 0; - if(MaxT.mV[1] > MaxT.mV[WhichPlane]) WhichPlane = 1; - if(MaxT.mV[2] > MaxT.mV[WhichPlane]) WhichPlane = 2; - - // Check final candidate actually inside box - if(IR(MaxT.mV[WhichPlane])&0x80000000) return false; - - for(U32 i=0;i<3;i++) - { - if(i!=WhichPlane) - { - coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i]; - if (epsilon > 0) - { - if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon) return false; - } - else - { - if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i]) return false; - } - } - } - return true; // ray hits box -} - -////////////////////////////// -// -// Macros, functions, and inline methods from other classes -// -// - -void LLPipeline::setLight(LLDrawable *drawablep, bool is_light) -{ - if (drawablep && assertInitialized()) - { - if (is_light) - { - mLights.insert(drawablep); - drawablep->setState(LLDrawable::LIGHT); - } - else - { - drawablep->clearState(LLDrawable::LIGHT); - mLights.erase(drawablep); - } - } -} - -//static -void LLPipeline::toggleRenderType(U32 type) -{ - gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type]; - if (type == LLPipeline::RENDER_TYPE_WATER) - { - gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER]; - } -} - -//static -void LLPipeline::toggleRenderTypeControl(U32 type) -{ - gPipeline.toggleRenderType(type); -} - -//static -bool LLPipeline::hasRenderTypeControl(U32 type) -{ - return gPipeline.hasRenderType(type); -} - -// Allows UI items labeled "Hide foo" instead of "Show foo" -//static -bool LLPipeline::toggleRenderTypeControlNegated(S32 type) -{ - return !gPipeline.hasRenderType(type); -} - -//static -void LLPipeline::toggleRenderDebug(U64 bit) -{ - if (gPipeline.hasRenderDebugMask(bit)) - { - LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << LL_ENDL; - } - else - { - LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << LL_ENDL; - } - gPipeline.mRenderDebugMask ^= bit; -} - - -//static -bool LLPipeline::toggleRenderDebugControl(U64 bit) -{ - return gPipeline.hasRenderDebugMask(bit); -} - -//static -void LLPipeline::toggleRenderDebugFeature(U32 bit) -{ - gPipeline.mRenderDebugFeatureMask ^= bit; -} - - -//static -bool LLPipeline::toggleRenderDebugFeatureControl(U32 bit) -{ - return gPipeline.hasRenderDebugFeatureMask(bit); -} - -void LLPipeline::setRenderDebugFeatureControl(U32 bit, bool value) -{ - if (value) - { - gPipeline.mRenderDebugFeatureMask |= bit; - } - else - { - gPipeline.mRenderDebugFeatureMask &= !bit; - } -} - -void LLPipeline::pushRenderDebugFeatureMask() -{ - mRenderDebugFeatureStack.push(mRenderDebugFeatureMask); -} - -void LLPipeline::popRenderDebugFeatureMask() -{ - if (mRenderDebugFeatureStack.empty()) - { - LL_ERRS() << "Depleted render feature stack." << LL_ENDL; - } - - mRenderDebugFeatureMask = mRenderDebugFeatureStack.top(); - mRenderDebugFeatureStack.pop(); -} - -// static -void LLPipeline::setRenderScriptedBeacons(bool val) -{ - sRenderScriptedBeacons = val; -} - -// static -void LLPipeline::toggleRenderScriptedBeacons() -{ - sRenderScriptedBeacons = !sRenderScriptedBeacons; -} - -// static -bool LLPipeline::getRenderScriptedBeacons() -{ - return sRenderScriptedBeacons; -} - -// static -void LLPipeline::setRenderScriptedTouchBeacons(bool val) -{ - sRenderScriptedTouchBeacons = val; -} - -// static -void LLPipeline::toggleRenderScriptedTouchBeacons() -{ - sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons; -} - -// static -bool LLPipeline::getRenderScriptedTouchBeacons() -{ - return sRenderScriptedTouchBeacons; -} - -// static -void LLPipeline::setRenderMOAPBeacons(bool val) -{ - sRenderMOAPBeacons = val; -} - -// static -void LLPipeline::toggleRenderMOAPBeacons() -{ - sRenderMOAPBeacons = !sRenderMOAPBeacons; -} - -// static -bool LLPipeline::getRenderMOAPBeacons() -{ - return sRenderMOAPBeacons; -} - -// static -void LLPipeline::setRenderPhysicalBeacons(bool val) -{ - sRenderPhysicalBeacons = val; -} - -// static -void LLPipeline::toggleRenderPhysicalBeacons() -{ - sRenderPhysicalBeacons = !sRenderPhysicalBeacons; -} - -// static -bool LLPipeline::getRenderPhysicalBeacons() -{ - return sRenderPhysicalBeacons; -} - -// static -void LLPipeline::setRenderParticleBeacons(bool val) -{ - sRenderParticleBeacons = val; -} - -// static -void LLPipeline::toggleRenderParticleBeacons() -{ - sRenderParticleBeacons = !sRenderParticleBeacons; -} - -// static -bool LLPipeline::getRenderParticleBeacons() -{ - return sRenderParticleBeacons; -} - -// static -void LLPipeline::setRenderSoundBeacons(bool val) -{ - sRenderSoundBeacons = val; -} - -// static -void LLPipeline::toggleRenderSoundBeacons() -{ - sRenderSoundBeacons = !sRenderSoundBeacons; -} - -// static -bool LLPipeline::getRenderSoundBeacons() -{ - return sRenderSoundBeacons; -} - -// static -void LLPipeline::setRenderBeacons(bool val) -{ - sRenderBeacons = val; -} - -// static -void LLPipeline::toggleRenderBeacons() -{ - sRenderBeacons = !sRenderBeacons; -} - -// static -bool LLPipeline::getRenderBeacons() -{ - return sRenderBeacons; -} - -// static -void LLPipeline::setRenderHighlights(bool val) -{ - sRenderHighlight = val; -} - -// static -void LLPipeline::toggleRenderHighlights() -{ - sRenderHighlight = !sRenderHighlight; -} - -// static -bool LLPipeline::getRenderHighlights() -{ - return sRenderHighlight; -} - -// static -void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel) -{ - sRenderHighlightTextureChannel = channel; -} - -LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection, - S32* face_hit) -{ - LLVector4a local_end = end; - - LLVector4a position; - - LLDrawable* drawable = NULL; - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - - LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_PARTICLE); - if (part && hasRenderType(part->mDrawableType)) - { - LLDrawable* hit = part->lineSegmentIntersect(start, local_end, true, false, true, false, face_hit, &position, NULL, NULL, NULL); - if (hit) - { - drawable = hit; - local_end = position; - } - } - } - - LLVOPartGroup* ret = NULL; - if (drawable) - { - //make sure we're returning an LLVOPartGroup - llassert(drawable->getVObj()->getPCode() == LLViewerObject::LL_VO_PART_GROUP); - ret = (LLVOPartGroup*) drawable->getVObj().get(); - } - - if (intersection) - { - *intersection = position; - } - - return ret; -} - -LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end, - bool pick_transparent, - bool pick_rigged, - bool pick_unselectable, - bool pick_reflection_probe, - S32* face_hit, - LLVector4a* intersection, // return the intersection point - LLVector2* tex_coord, // return the texture coordinates of the intersection point - LLVector4a* normal, // return the surface normal at the intersection point - LLVector4a* tangent // return the surface tangent at the intersection point - ) -{ - LLDrawable* drawable = NULL; - - LLVector4a local_end = end; - - LLVector4a position; - - sPickAvatar = false; //! LLToolMgr::getInstance()->inBuildMode(); - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - - for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++) - { - if ((j == LLViewerRegion::PARTITION_VOLUME) || - (j == LLViewerRegion::PARTITION_BRIDGE) || - (j == LLViewerRegion::PARTITION_AVATAR) || // for attachments - (j == LLViewerRegion::PARTITION_CONTROL_AV) || - (j == LLViewerRegion::PARTITION_TERRAIN) || - (j == LLViewerRegion::PARTITION_TREE) || - (j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now - { - LLSpatialPartition* part = region->getSpatialPartition(j); - if (part && hasRenderType(part->mDrawableType)) - { - LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, face_hit, &position, tex_coord, normal, tangent); - if (hit) - { - drawable = hit; - local_end = position; - } - } - } - } - } - - if (!sPickAvatar) - { - //save hit info in case we need to restore - //due to attachment override - LLVector4a local_normal; - LLVector4a local_tangent; - LLVector2 local_texcoord; - S32 local_face_hit = -1; - - if (face_hit) - { - local_face_hit = *face_hit; - } - if (tex_coord) - { - local_texcoord = *tex_coord; - } - if (tangent) - { - local_tangent = *tangent; - } - else - { - local_tangent.clear(); - } - if (normal) - { - local_normal = *normal; - } - else - { - local_normal.clear(); - } - - const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f; - - //check against avatars - sPickAvatar = true; - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - - LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_AVATAR); - if (part && hasRenderType(part->mDrawableType)) - { - LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, face_hit, &position, tex_coord, normal, tangent); - if (hit) - { - LLVector4a delta; - delta.setSub(position, local_end); - - if (!drawable || - !drawable->getVObj()->isAttachment() || - delta.getLength3().getF32() > ATTACHMENT_OVERRIDE_DIST) - { //avatar overrides if previously hit drawable is not an attachment or - //attachment is far enough away from detected intersection - drawable = hit; - local_end = position; - } - else - { //prioritize attachments over avatars - position = local_end; - - if (face_hit) - { - *face_hit = local_face_hit; - } - if (tex_coord) - { - *tex_coord = local_texcoord; - } - if (tangent) - { - *tangent = local_tangent; - } - if (normal) - { - *normal = local_normal; - } - } - } - } - } - } - - //check all avatar nametags (silly, isn't it?) - for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin(); - iter != LLCharacter::sInstances.end(); - ++iter) - { - LLVOAvatar* av = (LLVOAvatar*) *iter; - if (av->mNameText.notNull() - && av->mNameText->lineSegmentIntersect(start, local_end, position)) - { - drawable = av->mDrawable; - local_end = position; - } - } - - if (intersection) - { - *intersection = position; - } - - return drawable ? drawable->getVObj().get() : NULL; -} - -LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end, - bool pick_transparent, - S32* face_hit, - LLVector4a* intersection, // return the intersection point - LLVector2* tex_coord, // return the texture coordinates of the intersection point - LLVector4a* normal, // return the surface normal at the intersection point - LLVector4a* tangent // return the surface tangent at the intersection point - ) -{ - LLDrawable* drawable = NULL; - - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - - bool toggle = false; - if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD)) - { - toggleRenderType(LLPipeline::RENDER_TYPE_HUD); - toggle = true; - } - - LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD); - if (part) - { - LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, false, true, false, face_hit, intersection, tex_coord, normal, tangent); - if (hit) - { - drawable = hit; - } - } - - if (toggle) - { - toggleRenderType(LLPipeline::RENDER_TYPE_HUD); - } - } - return drawable ? drawable->getVObj().get() : NULL; -} - -LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj) -{ - if (vobj) - { - LLViewerRegion* region = vobj->getRegion(); - if (region) - { - return region->getSpatialPartition(vobj->getPartitionType()); - } - } - return NULL; -} - -void LLPipeline::resetVertexBuffers(LLDrawable* drawable) -{ - if (!drawable) - { - return; - } - - for (S32 i = 0; i < drawable->getNumFaces(); i++) - { - LLFace* facep = drawable->getFace(i); - if (facep) - { - facep->clearVertexBuffer(); - } - } -} - -void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool rigged) -{ - assertInitialized(); - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; - - if (rigged) - { - mSimplePool->pushRiggedBatches(type + 1, texture, batch_texture); - } - else - { - mSimplePool->pushBatches(type, texture, batch_texture); - } - - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; -} - -void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) -{ - assertInitialized(); - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; - - if (rigged) - { - mSimplePool->pushRiggedGLTFBatches(type + 1, texture); - } - else - { - mSimplePool->pushGLTFBatches(type, texture); - } - - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; -} - -// Currently only used for shadows -Cosmic,2023-04-19 -void LLPipeline::renderAlphaObjects(bool rigged) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - assertInitialized(); - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; - S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; - U32 target_width = LLRenderTarget::sCurResX; - U32 type = LLRenderPass::PASS_ALPHA; - LLVOAvatar* lastAvatar = nullptr; - U64 lastMeshId = 0; - auto* begin = gPipeline.beginRenderMap(type); - auto* end = gPipeline.endRenderMap(type); - - for (LLCullResult::drawinfo_iterator i = begin; i != end; ) - { - LLDrawInfo* pparams = *i; - LLCullResult::increment_iterator(i, end); - - if (rigged != (pparams->mAvatar != nullptr)) - { - // Pool contains both rigged and non-rigged DrawInfos. Only draw - // the objects we're interested in in this pass. - continue; - } - - if (rigged) - { - if (pparams->mGLTFMaterial) - { - gDeferredShadowGLTFAlphaBlendProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - mSimplePool->pushRiggedGLTFBatch(*pparams, lastAvatar, lastMeshId); - } - else - { - gDeferredShadowAlphaMaskProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash) - { - mSimplePool->uploadMatrixPalette(*pparams); - lastAvatar = pparams->mAvatar; - lastMeshId = pparams->mSkinInfo->mHash; - } - - mSimplePool->pushBatch(*pparams, true, true); - } - } - else - { - if (pparams->mGLTFMaterial) - { - gDeferredShadowGLTFAlphaBlendProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - mSimplePool->pushGLTFBatch(*pparams); - } - else - { - gDeferredShadowAlphaMaskProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - mSimplePool->pushBatch(*pparams, true, true); - } - } - } - - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; -} - -// Currently only used for shadows -Cosmic,2023-04-19 -void LLPipeline::renderMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged) -{ - assertInitialized(); - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; - if (rigged) - { - mAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture); - } - else - { - mAlphaMaskPool->pushMaskBatches(type, texture, batch_texture); - } - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; -} - -// Currently only used for shadows -Cosmic,2023-04-19 -void LLPipeline::renderFullbrightMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged) -{ - assertInitialized(); - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; - if (rigged) - { - mFullbrightAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture); - } - else - { - mFullbrightAlphaMaskPool->pushMaskBatches(type, texture, batch_texture); - } - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; -} - -void apply_cube_face_rotation(U32 face) -{ - switch (face) - { - case 0: - gGL.rotatef(90.f, 0, 1, 0); - gGL.rotatef(180.f, 1, 0, 0); - break; - case 2: - gGL.rotatef(-90.f, 1, 0, 0); - break; - case 4: - gGL.rotatef(180.f, 0, 1, 0); - gGL.rotatef(180.f, 0, 0, 1); - break; - case 1: - gGL.rotatef(-90.f, 0, 1, 0); - gGL.rotatef(180.f, 1, 0, 0); - break; - case 3: - gGL.rotatef(90, 1, 0, 0); - break; - case 5: - gGL.rotatef(180, 0, 0, 1); - break; - } -} - -void validate_framebuffer_object() -{ - GLenum status; - status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); - switch(status) - { - case GL_FRAMEBUFFER_COMPLETE: - //framebuffer OK, no error. - break; - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: - // frame buffer not OK: probably means unsupported depth buffer format - LL_ERRS() << "Framebuffer Incomplete Missing Attachment." << LL_ENDL; - break; - case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: - // frame buffer not OK: probably means unsupported depth buffer format - LL_ERRS() << "Framebuffer Incomplete Attachment." << LL_ENDL; - break; - case GL_FRAMEBUFFER_UNSUPPORTED: - /* choose different formats */ - LL_ERRS() << "Framebuffer unsupported." << LL_ENDL; - break; - default: - LL_ERRS() << "Unknown framebuffer status." << LL_ENDL; - break; - } -} - -void LLPipeline::bindScreenToTexture() -{ - -} - -static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); - -void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex) -{ - dst->bindTarget(); - gDeferredBufferVisualProgram.bind(); - gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex); - - static LLStaticHashedString mipLevel("mipLevel"); - if (RenderBufferVisualization != 4) - gDeferredBufferVisualProgram.uniform1f(mipLevel, 0); - else - gDeferredBufferVisualProgram.uniform1f(mipLevel, 8); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - gDeferredBufferVisualProgram.unbind(); - dst->flush(); -} - -void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) -{ - // luminance sample and mipmap generation - { - LL_PROFILE_GPU_ZONE("luminance sample"); - - dst->bindTarget(); - - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - gLuminanceProgram.bind(); - - S32 channel = 0; - channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); - if (channel > -1) - { - src->bindTexture(0, channel, LLTexUnit::TFO_POINT); - } - - channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); - if (channel > -1) - { - mGlow[1].bindTexture(0, channel); - } - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - dst->flush(); - - // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance" - // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader - gLuminanceProgram.unbind(); - } -} - -void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) { - // exposure sample - { - LL_PROFILE_GPU_ZONE("exposure sample"); - - { - // copy last frame's exposure into mLastExposure - mLastExposure.bindTarget(); - gCopyProgram.bind(); - gGL.getTexUnit(0)->bind(dst); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - mLastExposure.flush(); - } - - dst->bindTarget(); - - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - gExposureProgram.bind(); - - S32 channel = gExposureProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); - if (channel > -1) - { - mLuminanceMap.bindTexture(0, channel, LLTexUnit::TFO_TRILINEAR); - } - - channel = gExposureProgram.enableTexture(LLShaderMgr::EXPOSURE_MAP); - if (channel > -1) - { - mLastExposure.bindTexture(0, channel); - } - - static LLStaticHashedString dt("dt"); - static LLStaticHashedString noiseVec("noiseVec"); - static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params"); - static LLCachedControl dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f); - static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); - - LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky(); - - F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(should_auto_adjust); - F32 exp_min = 1.f; - F32 exp_max = 1.f; - - if (probe_ambiance > 0.f) - { - F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma())*2.f; - - if (hdr_scale > 1.f) - { - exp_min = 1.f / hdr_scale; - exp_max = hdr_scale; - } - } - gExposureProgram.uniform1f(dt, gFrameIntervalSeconds); - gExposureProgram.uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0); - gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); - gExposureProgram.unbind(); - dst->flush(); - } -} - -void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { - dst->bindTarget(); - // gamma correct lighting - { - LL_PROFILE_GPU_ZONE("gamma correct"); - - static LLCachedControl buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); - - LLGLDepthTest depth(GL_FALSE, GL_FALSE); - - // Apply gamma correction to the frame here. - - static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); - - LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - - bool no_post = gSnapshotNoPost || (buildNoPost && gFloaterTools->isAvailable()); - LLGLSLShader& shader = no_post ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping) - psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : - gDeferredPostGammaCorrectProgram; - - shader.bind(); - - S32 channel = 0; - - shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); - - shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); - - shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, src->getWidth(), src->getHeight()); - - static LLCachedControl exposure(gSavedSettings, "RenderExposure", 1.f); - - F32 e = llclamp(exposure(), 0.5f, 4.f); - - static LLStaticHashedString s_exposure("exposure"); - - shader.uniform1f(s_exposure, e); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gGL.getTexUnit(channel)->unbind(src->getUsage()); - shader.unbind(); - } - dst->flush(); -} - -void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) -{ - - if (RenderScreenSpaceReflections && !gCubeSnapshot) - { - LL_PROFILE_GPU_ZONE("ssr copy"); - LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); - - LLRenderTarget& depth_src = mRT->deferredScreen; - - dst->bindTarget(); - dst->clear(); - gCopyDepthProgram.bind(); - - S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); - S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); - - gGL.getTexUnit(diff_map)->bind(src); - gGL.getTexUnit(depth_map)->bind(&depth_src, true); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - dst->flush(); - } -} - -void LLPipeline::generateGlow(LLRenderTarget* src) -{ - if (sRenderGlow) - { - LL_PROFILE_GPU_ZONE("glow"); - mGlow[2].bindTarget(); - mGlow[2].clear(); - - gGlowExtractProgram.bind(); - F32 maxAlpha = RenderGlowMaxExtractAlpha; - F32 warmthAmount = RenderGlowWarmthAmount; - LLVector3 lumWeights = RenderGlowLumWeights; - LLVector3 warmthWeights = RenderGlowWarmthWeights; - - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, 9999); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], - lumWeights.mV[2]); - gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], - warmthWeights.mV[2]); - gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); - - if (RenderGlowNoise) - { - S32 channel = gGlowExtractProgram.enableTexture(LLShaderMgr::GLOW_NOISE_MAP); - if (channel > -1) - { - gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, - mGlow[2].getWidth(), - mGlow[2].getHeight()); - } - - { - LLGLEnable blend_on(GL_BLEND); - - gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); - - gGlowExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); - - gGL.color4f(1, 1, 1, 1); - gPipeline.enableLightsFullbright(); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - mGlow[2].flush(); - } - - gGlowExtractProgram.unbind(); - - // power of two between 1 and 1024 - U32 glowResPow = RenderGlowResolutionPow; - const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); - - S32 kernel = RenderGlowIterations * 2; - F32 delta = RenderGlowWidth / glow_res; - // Use half the glow width if we have the res set to less than 9 so that it looks - // almost the same in either case. - if (glowResPow < 9) - { - delta *= 0.5f; - } - F32 strength = RenderGlowStrength; - - gGlowProgram.bind(); - gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); - - for (S32 i = 0; i < kernel; i++) - { - mGlow[i % 2].bindTarget(); - mGlow[i % 2].clear(); - - if (i == 0) - { - gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[2]); - } - else - { - gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[(i - 1) % 2]); - } - - if (i % 2 == 0) - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); - } - else - { - gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); - } - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - mGlow[i % 2].flush(); - } - - gGlowProgram.unbind(); - - } - else // !sRenderGlow, skip the glow ping-pong and just clear the result target - { - mGlow[1].bindTarget(); - mGlow[1].clear(); - mGlow[1].flush(); - } -} - -void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) -{ - { - llassert(!gCubeSnapshot); - bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete(); - LLGLSLShader* shader = &gGlowCombineProgram; - - S32 width = dst->getWidth(); - S32 height = dst->getHeight(); - - // Present everything. - if (multisample) - { - LL_PROFILE_GPU_ZONE("aa"); - // bake out texture2D with RGBL for FXAA shader - mRT->fxaaBuffer.bindTarget(); - - shader = &gGlowCombineFXAAProgram; - shader->bind(); - - S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); - if (channel > -1) - { - src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } - - { - LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); - shader->unbind(); - - mRT->fxaaBuffer.flush(); - - dst->bindTarget(); - shader = &gFXAAProgram; - shader->bind(); - - channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage()); - if (channel > -1) - { - mRT->fxaaBuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); - } - - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - - F32 scale_x = (F32)width / mRT->fxaaBuffer.getWidth(); - F32 scale_y = (F32)height / mRT->fxaaBuffer.getHeight(); - shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); - shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, - 0.5f / width * scale_x, 0.5f / height * scale_y); - shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, - 2.f / width * scale_x, 2.f / height * scale_y); - - { - LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); - gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - shader->unbind(); - dst->flush(); - } - else { - copyRenderTarget(src, dst); - } - } -} - -void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) -{ - - LL_PROFILE_GPU_ZONE("copyRenderTarget"); - dst->bindTarget(); - - gDeferredPostNoDoFProgram.bind(); - - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - - { - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - gDeferredPostNoDoFProgram.unbind(); - - dst->flush(); -} - -void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) -{ - // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer. - - dst->bindTarget(); - - { - - gGlowCombineProgram.bind(); - - gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); - gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - dst->flush(); -} - -void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) -{ - { - bool dof_enabled = - (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && - RenderDepthOfField && - !gCubeSnapshot; - - gViewerWindow->setup3DViewport(); - - if (dof_enabled) - { - LL_PROFILE_GPU_ZONE("dof"); - LLGLDisable blend(GL_BLEND); - - // depth of field focal plane calculations - static F32 current_distance = 16.f; - static F32 start_distance = 16.f; - static F32 transition_time = 1.f; - - LLVector3 focus_point; - - LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); - if (obj && obj->mDrawable && obj->isSelected()) - { // focus on selected media object - S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); - if (obj && obj->mDrawable) - { - LLFace* face = obj->mDrawable->getFace(face_idx); - if (face) - { - focus_point = face->getPositionAgent(); - } - } - } - - if (focus_point.isExactlyZero()) - { - if (LLViewerJoystick::getInstance()->getOverrideCamera()) - { // focus on point under cursor - focus_point.set(gDebugRaycastIntersection.getF32ptr()); - } - else if (gAgentCamera.cameraMouselook()) - { // focus on point under mouselook crosshairs - LLVector4a result; - result.clear(); - - gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, false, false, true, true, NULL, &result); - - focus_point.set(result.getF32ptr()); - } - else - { - // focus on alt-zoom target - LLViewerRegion* region = gAgent.getRegion(); - if (region) - { - focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal()); - } - } - } - - LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); - F32 target_distance = 16.f; - if (!focus_point.isExactlyZero()) - { - target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye); - } - - if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f) - { // large shift happened, interpolate smoothly to new target distance - transition_time = 0.f; - start_distance = current_distance; - } - else if (transition_time < 1.f) - { // currently in a transition, continue interpolating - transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value(); - transition_time = llmin(transition_time, 1.f); - - F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f; - current_distance = start_distance + (target_distance - start_distance) * t; - } - else - { // small or no change, just snap to target distance - current_distance = target_distance; - } - - // convert to mm - F32 subject_distance = current_distance * 1000.f; - F32 fnumber = CameraFNumber; - F32 default_focal_length = CameraFocalLength; - - F32 fov = LLViewerCamera::getInstance()->getView(); - - const F32 default_fov = CameraFieldOfView * F_PI / 180.f; - - // F32 aspect_ratio = (F32) mRT->screen.getWidth()/(F32)mRT->screen.getHeight(); - - F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f); - - F32 focal_length = dv / (2 * tanf(fov / 2.f)); - - // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - - // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) - // where N = fnumber - // s2 = dot distance - // s1 = subject distance - // f = focal length - // - - F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length)); - blur_constant /= 1000.f; // convert to meters for shader - F32 magnification = focal_length / (subject_distance - focal_length); - - { // build diffuse+bloom+CoF - mRT->deferredLight.bindTarget(); - - gDeferredCoFProgram.bind(); - - gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); - gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - - gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); - gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - gDeferredCoFProgram.unbind(); - mRT->deferredLight.flush(); - } - - U32 dof_width = (U32)(mRT->screen.getWidth() * CameraDoFResScale); - U32 dof_height = (U32)(mRT->screen.getHeight() * CameraDoFResScale); - - { // perform DoF sampling at half-res (preserve alpha channel) - src->bindTarget(); - glViewport(0, 0, dof_width, dof_height); - - gGL.setColorMask(true, false); - - gDeferredPostProgram.bind(); - gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT); - - gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); - gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gDeferredPostProgram.unbind(); - - src->flush(); - gGL.setColorMask(true, true); - } - - { // combine result based on alpha - - dst->bindTarget(); - if (RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete()) - { - glViewport(0, 0, dst->getWidth(), dst->getHeight()); - } - else - { - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - } - - gDeferredDoFCombineProgram.bind(); - gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); - gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT); - - gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); - gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); - gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); - gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)src->getHeight()); - - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - gDeferredDoFCombineProgram.unbind(); - - dst->flush(); - } - } - else - { - copyRenderTarget(src, dst); - } - } -} - -void LLPipeline::renderFinalize() -{ - llassert(!gCubeSnapshot); - LLVertexBuffer::unbind(); - LLGLState::checkStates(); - - assertInitialized(); - - LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); - LL_PROFILE_GPU_ZONE("renderFinalize"); - - gGL.color4f(1, 1, 1, 1); - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - LLGLDisable cull(GL_CULL_FACE); - - enableLightsFullbright(); - - gGL.setColorMask(true, true); - glClearColor(0, 0, 0, 0); - - - copyScreenSpaceReflections(&mRT->screen, &mSceneMap); - - generateLuminance(&mRT->screen, &mLuminanceMap); - - generateExposure(&mLuminanceMap, &mExposureMap); - - gammaCorrect(&mRT->screen, &mPostMap); - - LLVertexBuffer::unbind(); - - generateGlow(&mPostMap); - - combineGlow(&mPostMap, &mRT->screen); - - gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; - gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; - gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); - gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); - glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); - - renderDoF(&mRT->screen, &mPostMap); - - applyFXAA(&mPostMap, &mRT->screen); - LLRenderTarget* finalBuffer = &mRT->screen; - if (RenderBufferVisualization > -1) - { - finalBuffer = &mPostMap; - switch (RenderBufferVisualization) - { - case 0: - case 1: - case 2: - case 3: - visualizeBuffers(&mRT->deferredScreen, finalBuffer, RenderBufferVisualization); - break; - case 4: - visualizeBuffers(&mLuminanceMap, finalBuffer, 0); - default: - break; - } - } - - // Present the screen target. - - gDeferredPostNoDoFProgram.bind(); - - // Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems. - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer); - gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); - - { - LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - gDeferredPostNoDoFProgram.unbind(); - - gGL.setSceneBlendType(LLRender::BT_ALPHA); - - if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) - { - renderPhysicsDisplay(); - } - - /*if (LLRenderTarget::sUseFBO && !gCubeSnapshot) - { // copy depth buffer from mRT->screen to framebuffer - LLRenderTarget::copyContentsToFramebuffer(mRT->screen, 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), 0, 0, - mRT->screen.getWidth(), mRT->screen.getHeight(), - GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); - }*/ - - LLVertexBuffer::unbind(); - - LLGLState::checkStates(); - - // flush calls made to "addTrianglesDrawn" so far to stats machinery - recordTrianglesDrawn(); -} - -void LLPipeline::bindLightFunc(LLGLSLShader& shader) -{ - S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); - if (channel > -1) - { - gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); - } - - channel = shader.enableTexture(LLShaderMgr::DEFERRED_BRDF_LUT, LLTexUnit::TT_TEXTURE); - if (channel > -1) - { - mPbrBrdfLut.bindTexture(0, channel); - } -} - -void LLPipeline::bindShadowMaps(LLGLSLShader& shader) -{ - for (U32 i = 0; i < 4; i++) - { - LLRenderTarget* shadow_target = getSunShadowTarget(i); - if (shadow_target) - { - S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i, LLTexUnit::TT_TEXTURE); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(getSunShadowTarget(i), true); - } - } - } - - for (U32 i = 4; i < 6; i++) - { - S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i); - if (channel > -1) - { - LLRenderTarget* shadow_target = getSpotShadowTarget(i - 4); - if (shadow_target) - { - gGL.getTexUnit(channel)->bind(shadow_target, true); - } - } - } -} - -void LLPipeline::bindDeferredShaderFast(LLGLSLShader& shader) -{ - if (shader.mCanBindFast) - { // was previously fully bound, use fast path - shader.bind(); - bindLightFunc(shader); - bindShadowMaps(shader); - bindReflectionProbes(shader); - } - else - { //wasn't previously bound, use slow path - bindDeferredShader(shader); - shader.mCanBindFast = true; - } -} - -void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target, LLRenderTarget* depth_target) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - LLRenderTarget* deferred_target = &mRT->deferredScreen; - LLRenderTarget* deferred_light_target = &mRT->deferredLight; - - shader.bind(); - S32 channel = 0; - channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); - if (channel > -1) - { - deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0] - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - } - - channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); - if (channel > -1) - { - deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT); // frag_data[1] - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - } - - channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); - if (channel > -1) - { - deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2] - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - } - - channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); - if (channel > -1) - { - deferred_target->bindTexture(3, channel, LLTexUnit::TFO_POINT); // frag_data[3] - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - } - - channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); - if (channel > -1) - { - if (depth_target) - { - gGL.getTexUnit(channel)->bind(depth_target, true); - } - else - { - gGL.getTexUnit(channel)->bind(deferred_target, true); - } - stop_glerror(); - } - - channel = shader.enableTexture(LLShaderMgr::EXPOSURE_MAP); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(&mExposureMap); - } - - if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1) - { - shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], - (F32) gGLViewport[1], - (F32) gGLViewport[2], - (F32) gGLViewport[3]); - } - - if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) - { - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, mReflectionModelView.m); - } - - channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); - if (channel > -1) - { - gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - } - - bindLightFunc(shader); - - stop_glerror(); - - light_target = light_target ? light_target : deferred_light_target; - channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage()); - if (channel > -1) - { - if (light_target->isComplete()) - { - light_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); - } - else - { - gGL.getTexUnit(channel)->bindFast(LLViewerFetchedTexture::sWhiteImagep); - } - } - - stop_glerror(); - - bindShadowMaps(shader); - - stop_glerror(); - - F32 mat[16*6]; - for (U32 i = 0; i < 16; i++) - { - mat[i] = mSunShadowMatrix[0].m[i]; - mat[i+16] = mSunShadowMatrix[1].m[i]; - mat[i+32] = mSunShadowMatrix[2].m[i]; - mat[i+48] = mSunShadowMatrix[3].m[i]; - mat[i+64] = mSunShadowMatrix[4].m[i]; - mat[i+80] = mSunShadowMatrix[5].m[i]; - } - - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); - - stop_glerror(); - - if (!LLPipeline::sReflectionProbesEnabled) - { - channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); - if (channel > -1) - { - LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; - if (cube_map) - { - cube_map->enable(channel); - cube_map->bind(); - } - - F32* m = gGLModelView; - - F32 mat[] = { m[0], m[1], m[2], - m[4], m[5], m[6], - m[8], m[9], m[10] }; - - shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); - } - } - - bindReflectionProbes(shader); - - if (gAtmosphere) - { - // bind precomputed textures necessary for calculating sun and sky luminance - channel = shader.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE); - if (channel > -1) - { - shader.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); - } - - channel = shader.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); - if (channel > -1) - { - shader.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); - } - - channel = shader.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); - if (channel > -1) - { - shader.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); - } - - channel = shader.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE); - if (channel > -1) - { - shader.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); - } - } - - /*if (gCubeSnapshot) - { // we only really care about the first two values, but the shader needs increasing separation between clip planes - shader.uniform4f(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1.f, 64.f, 128.f, 256.f); - } - else*/ - { - shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV); - } - shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash); - shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise); - shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize); - - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale); - - F32 ssao_factor = RenderSSAOFactor; - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor); - - LLVector3 ssao_effect = RenderSSAOEffect; - F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0; - F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0; - // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by - // value factor, and scales remainder by saturation factor - F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag, - matrix_nondiag, matrix_diag, matrix_nondiag, - matrix_nondiag, matrix_nondiag, matrix_diag}; - shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat); - - //F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); - F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f; - F32 shadow_bias = RenderShadowBias + shadow_bias_error; - - shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->getHeight()); - shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f); - shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error); - shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias); - shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset); - shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias); - - shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV); - shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV); - shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mRT->shadow[0].getWidth(), mRT->shadow[0].getHeight()); - shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mSpotShadow[0].getWidth(), mSpotShadow[0].getHeight()); - shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); - shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); - - shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLDeltaModelView); - shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLInverseDeltaModelView); - - shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0); - - if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) - { - glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); - shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, norm_mat.m); - } - - // auto adjust legacy sun color if needed - static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); - static LLCachedControl auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f); - LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - LLColor3 sun_diffuse(mSunDiffuse.mV); - if (should_auto_adjust && psky->canAutoAdjust()) - { - sun_diffuse *= auto_adjust_sun_color_scale; - } - - shader.uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, sun_diffuse.mV); - shader.uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV); - - shader.uniform1f(LLShaderMgr::REFLECTION_PROBE_MAX_LOD, mReflectionMapManager.mMaxProbeLOD); -} - - -LLColor3 pow3f(LLColor3 v, F32 f) -{ - v.mV[0] = powf(v.mV[0], f); - v.mV[1] = powf(v.mV[1], f); - v.mV[2] = powf(v.mV[2], f); - return v; -} - -LLVector4 pow4fsrgb(LLVector4 v, F32 f) -{ - v.mV[0] = powf(v.mV[0], f); - v.mV[1] = powf(v.mV[1], f); - v.mV[2] = powf(v.mV[2], f); - return v; -} - -void LLPipeline::renderDeferredLighting() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - LL_PROFILE_GPU_ZONE("renderDeferredLighting"); - if (!sCull) - { - return; - } - - llassert(!sRenderingHUDs); - - F32 light_scale = 1.f; - - if (gCubeSnapshot) - { //darken local lights when probe ambiance is above 1 - light_scale = mReflectionMapManager.mLightScale; - } - - LLRenderTarget *screen_target = &mRT->screen; - LLRenderTarget* deferred_light_target = &mRT->deferredLight; - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("deferred"); - LLViewerCamera *camera = LLViewerCamera::getInstance(); - - if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) - { - gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); - } - - gGL.setColorMask(true, true); - - // draw a cube around every light - LLVertexBuffer::unbind(); - - LLGLEnable cull(GL_CULL_FACE); - LLGLEnable blend(GL_BLEND); - - glh::matrix4f mat = copy_matrix(gGLModelView); - - setupHWLights(); // to set mSun/MoonDir; - - glh::vec4f tc(mSunDir.mV); - mat.mult_matrix_vec(tc); - mTransformedSunDir.set(tc.v); - - glh::vec4f tc_moon(mMoonDir.mV); - mat.mult_matrix_vec(tc_moon); - mTransformedMoonDir.set(tc_moon.v); - - if (RenderDeferredSSAO || RenderShadowDetail > 0) - { - LL_PROFILE_GPU_ZONE("sun program"); - deferred_light_target->bindTarget(); - { // paint shadow/SSAO light map (direct lighting lightmap) - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow"); - bindDeferredShader(gDeferredSunProgram, deferred_light_target); - mScreenTriangleVB->setBuffer(); - glClearColor(1, 1, 1, 1); - deferred_light_target->clear(GL_COLOR_BUFFER_BIT); - glClearColor(0, 0, 0, 0); - - glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); - - const U32 slice = 32; - F32 offset[slice * 3]; - for (U32 i = 0; i < 4; i++) - { - for (U32 j = 0; j < 8; j++) - { - glh::vec3f v; - v.set_value(sinf(6.284f / 8 * j), cosf(6.284f / 8 * j), -(F32) i); - v.normalize(); - inv_trans.mult_matrix_vec(v); - v.normalize(); - offset[(i * 8 + j) * 3 + 0] = v.v[0]; - offset[(i * 8 + j) * 3 + 1] = v.v[2]; - offset[(i * 8 + j) * 3 + 2] = v.v[1]; - } - } - - gDeferredSunProgram.uniform3fv(sOffset, slice, offset); - gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, - deferred_light_target->getWidth(), - deferred_light_target->getHeight()); - - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - unbindDeferredShader(gDeferredSunProgram); - } - deferred_light_target->flush(); - } - - if (RenderDeferredSSAO) - { - // soften direct lighting lightmap - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow"); - LL_PROFILE_GPU_ZONE("soften shadow"); - // blur lightmap - screen_target->bindTarget(); - glClearColor(1, 1, 1, 1); - screen_target->clear(GL_COLOR_BUFFER_BIT); - glClearColor(0, 0, 0, 0); - - bindDeferredShader(gDeferredBlurLightProgram); - - LLVector3 go = RenderShadowGaussian; - const U32 kern_length = 4; - F32 blur_size = RenderShadowBlurSize; - F32 dist_factor = RenderShadowBlurDistFactor; - - // sample symmetrically with the middle sample falling exactly on 0.0 - F32 x = 0.f; - - LLVector3 gauss[32]; // xweight, yweight, offset - - for (U32 i = 0; i < kern_length; i++) - { - gauss[i].mV[0] = llgaussian(x, go.mV[0]); - gauss[i].mV[1] = llgaussian(x, go.mV[1]); - gauss[i].mV[2] = x; - x += 1.f; - } - - gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f); - gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor); - gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV); - gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length / 2.f - 0.5f)); - - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - screen_target->flush(); - unbindDeferredShader(gDeferredBlurLightProgram); - - bindDeferredShader(gDeferredBlurLightProgram, screen_target); - - deferred_light_target->bindTarget(); - - gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); - - { - LLGLDisable blend(GL_BLEND); - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - deferred_light_target->flush(); - unbindDeferredShader(gDeferredBlurLightProgram); - } - - screen_target->bindTarget(); - // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky - glClearColor(0, 0, 0, 0); - screen_target->clear(GL_COLOR_BUFFER_BIT); - - if (RenderDeferredAtmospheric) - { // apply sunlight contribution - LLGLSLShader &soften_shader = gDeferredSoftenProgram; - - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics"); - LL_PROFILE_GPU_ZONE("atmospherics"); - bindDeferredShader(soften_shader); - - static LLCachedControl ssao_scale(gSavedSettings, "RenderSSAOIrradianceScale", 0.5f); - static LLCachedControl ssao_max(gSavedSettings, "RenderSSAOIrradianceMax", 0.25f); - static LLStaticHashedString ssao_scale_str("ssao_irradiance_scale"); - static LLStaticHashedString ssao_max_str("ssao_irradiance_max"); - - soften_shader.uniform1f(ssao_scale_str, ssao_scale); - soften_shader.uniform1f(ssao_max_str, ssao_max); - - LLEnvironment &environment = LLEnvironment::instance(); - soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); - soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); - - soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); - - { - LLGLDepthTest depth(GL_FALSE); - LLGLDisable blend(GL_BLEND); - - // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - unbindDeferredShader(gDeferredSoftenProgram); - } - - static LLCachedControl local_light_count(gSavedSettings, "RenderLocalLightCount", 256); - - if (local_light_count > 0) - { - gGL.setSceneBlendType(LLRender::BT_ADD); - std::list fullscreen_lights; - LLDrawable::drawable_list_t spot_lights; - LLDrawable::drawable_list_t fullscreen_spot_lights; - - if (!gCubeSnapshot) - { - for (U32 i = 0; i < 2; i++) - { - mTargetShadowSpotLight[i] = NULL; - } - } - - std::list light_colors; - - LLVertexBuffer::unbind(); - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - local lights"); - LL_PROFILE_GPU_ZONE("local lights"); - bindDeferredShader(gDeferredLightProgram); - - if (mCubeVB.isNull()) - { - mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); - } - - mCubeVB->setBuffer(); - - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - // mNearbyLights already includes distance calculation and excludes muted avatars. - // It is calculated from mLights - // mNearbyLights also provides fade value to gracefully fade-out out of range lights - S32 count = 0; - for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter) - { - count++; - if (count > local_light_count) - { //stop collecting lights once we hit the limit - break; - } - - LLDrawable * drawablep = iter->drawable; - LLVOVolume * volume = drawablep->getVOVolume(); - if (!volume) - { - continue; - } - - if (volume->isAttachment()) - { - if (!sRenderAttachedLights) - { - continue; - } - } - - LLVector4a center; - center.load3(drawablep->getPositionAgent().mV); - const F32 *c = center.getF32ptr(); - F32 s = volume->getLightRadius() * 1.5f; - - // send light color to shader in linear space - LLColor3 col = volume->getLightLinearColor() * light_scale; - - if (col.magVecSquared() < 0.001f) - { - continue; - } - - if (s <= 0.001f) - { - continue; - } - - LLVector4a sa; - sa.splat(s); - if (camera->AABBInFrustumNoFarClip(center, sa) == 0) - { - continue; - } - - sVisibleLightCount++; - - if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || camera->getOrigin().mV[0] < c[0] - s - 0.2f || - camera->getOrigin().mV[1] > c[1] + s + 0.2f || camera->getOrigin().mV[1] < c[1] - s - 0.2f || - camera->getOrigin().mV[2] > c[2] + s + 0.2f || camera->getOrigin().mV[2] < c[2] - s - 0.2f) - { // draw box if camera is outside box - if (volume->isLightSpotlight()) - { - drawablep->getVOVolume()->updateSpotLightPriority(); - spot_lights.push_back(drawablep); - continue; - } - - gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); - gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); - gGL.syncMatrices(); - - mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); - } - else - { - if (volume->isLightSpotlight()) - { - drawablep->getVOVolume()->updateSpotLightPriority(); - fullscreen_spot_lights.push_back(drawablep); - continue; - } - - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); - - fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); - light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF))); - } - } - - // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), - // prev site of appended deferred character light, removed by SL-13522 09/20 - - unbindDeferredShader(gDeferredLightProgram); - } - - if (!spot_lights.empty()) - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - projectors"); - LL_PROFILE_GPU_ZONE("projectors"); - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - bindDeferredShader(gDeferredSpotLightProgram); - - mCubeVB->setBuffer(); - - gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - - for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) - { - LLDrawable *drawablep = *iter; - - LLVOVolume *volume = drawablep->getVOVolume(); - - LLVector4a center; - center.load3(drawablep->getPositionAgent().mV); - const F32* c = center.getF32ptr(); - F32 s = volume->getLightRadius() * 1.5f; - - sVisibleLightCount++; - - setupSpotLight(gDeferredSpotLightProgram, drawablep); - - // send light color to shader in linear space - LLColor3 col = volume->getLightLinearColor() * light_scale; - - gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); - gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); - gGL.syncMatrices(); - - mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); - } - gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); - unbindDeferredShader(gDeferredSpotLightProgram); - } - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - fullscreen lights"); - LLGLDepthTest depth(GL_FALSE); - LL_PROFILE_GPU_ZONE("fullscreen lights"); - - U32 count = 0; - - const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; - LLVector4 light[max_count]; - LLVector4 col[max_count]; - - F32 far_z = 0.f; - - while (!fullscreen_lights.empty()) - { - light[count] = fullscreen_lights.front(); - fullscreen_lights.pop_front(); - col[count] = light_colors.front(); - light_colors.pop_front(); - - far_z = llmin(light[count].mV[2] - light[count].mV[3], far_z); - count++; - if (count == max_count || fullscreen_lights.empty()) - { - U32 idx = count - 1; - bindDeferredShader(gDeferredMultiLightProgram[idx]); - gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*)light); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*)col); - gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); - far_z = 0.f; - count = 0; - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - unbindDeferredShader(gDeferredMultiLightProgram[idx]); - } - } - - bindDeferredShader(gDeferredMultiSpotLightProgram); - - gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - - mScreenTriangleVB->setBuffer(); - - for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) - { - LLDrawable* drawablep = *iter; - LLVOVolume* volume = drawablep->getVOVolume(); - LLVector3 center = drawablep->getPositionAgent(); - F32* c = center.mV; - F32 light_size_final = volume->getLightRadius() * 1.5f; - F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); - - sVisibleLightCount++; - - glh::vec3f tc(c); - mat.mult_matrix_vec(tc); - - setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); - - // send light color to shader in linear space - LLColor3 col = volume->getLightLinearColor() * light_scale; - - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); - gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); - gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - - gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); - unbindDeferredShader(gDeferredMultiSpotLightProgram); - } - } - - gGL.setColorMask(true, true); - } - - { // render non-deferred geometry (alpha, fullbright, glow) - LLGLDisable blend(GL_BLEND); - - pushRenderTypeMask(); - andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, - LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER, - LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, - LLPipeline::RENDER_TYPE_FULLBRIGHT, - LLPipeline::RENDER_TYPE_VOLUME, - LLPipeline::RENDER_TYPE_GLOW, - LLPipeline::RENDER_TYPE_BUMP, - LLPipeline::RENDER_TYPE_GLTF_PBR, - LLPipeline::RENDER_TYPE_PASS_SIMPLE, - LLPipeline::RENDER_TYPE_PASS_ALPHA, - LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_BUMP, - LLPipeline::RENDER_TYPE_PASS_POST_BUMP, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, - LLPipeline::RENDER_TYPE_PASS_GLOW, - LLPipeline::RENDER_TYPE_PASS_GLTF_GLOW, - LLPipeline::RENDER_TYPE_PASS_GRASS, - LLPipeline::RENDER_TYPE_PASS_SHINY, - LLPipeline::RENDER_TYPE_PASS_INVISIBLE, - LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, - LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_CONTROL_AV, - LLPipeline::RENDER_TYPE_ALPHA_MASK, - LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, - LLPipeline::RENDER_TYPE_WATER, - END_RENDER_TYPES); - - renderGeomPostDeferred(*LLViewerCamera::getInstance()); - popRenderTypeMask(); - } - - screen_target->flush(); - - if (!gCubeSnapshot) - { - // this is the end of the 3D scene render, grab a copy of the modelview and projection - // matrix for use in off-by-one-frame effects in the next frame - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = gGLModelView[i]; - gGLLastProjection[i] = gGLProjection[i]; - } - } - gGL.setColorMask(true, true); -} - -void LLPipeline::doAtmospherics() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - - if (sImpostorRender) - { // do not attempt atmospherics on impostors - return; - } - - if (RenderDeferredAtmospheric) - { - { - // copy depth buffer for use in haze shader (use water displacement map as temp storage) - LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); - - LLRenderTarget& src = gPipeline.mRT->screen; - LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; - LLRenderTarget& dst = gPipeline.mWaterDis; - - mRT->screen.flush(); - dst.bindTarget(); - gCopyDepthProgram.bind(); - - S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); - S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); - - gGL.getTexUnit(diff_map)->bind(&src); - gGL.getTexUnit(depth_map)->bind(&depth_src, true); - - gGL.setColorMask(false, false); - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - dst.flush(); - mRT->screen.bindTarget(); - } - - LLGLEnable blend(GL_BLEND); - gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA); - gGL.setColorMask(true, true); - - // apply haze - LLGLSLShader& haze_shader = gHazeProgram; - - LL_PROFILE_GPU_ZONE("haze"); - bindDeferredShader(haze_shader, nullptr, &mWaterDis); - - LLEnvironment& environment = LLEnvironment::instance(); - haze_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); - haze_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); - - haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); - - LLGLDepthTest depth(GL_FALSE); - - // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - unbindDeferredShader(haze_shader); - - gGL.setSceneBlendType(LLRender::BT_ALPHA); - } -} - -void LLPipeline::doWaterHaze() -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - if (sImpostorRender) - { // do not attempt water haze on impostors - return; - } - - if (RenderDeferredAtmospheric) - { - // copy depth buffer for use in haze shader (use water displacement map as temp storage) - { - LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); - - LLRenderTarget& src = gPipeline.mRT->screen; - LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; - LLRenderTarget& dst = gPipeline.mWaterDis; - - mRT->screen.flush(); - dst.bindTarget(); - gCopyDepthProgram.bind(); - - S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); - S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); - - gGL.getTexUnit(diff_map)->bind(&src); - gGL.getTexUnit(depth_map)->bind(&depth_src, true); - - gGL.setColorMask(false, false); - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - dst.flush(); - mRT->screen.bindTarget(); - } - - LLGLEnable blend(GL_BLEND); - gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA); - - gGL.setColorMask(true, true); - - // apply haze - LLGLSLShader& haze_shader = gHazeWaterProgram; - - LL_PROFILE_GPU_ZONE("haze"); - bindDeferredShader(haze_shader, nullptr, &mWaterDis); - - haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); - - static LLStaticHashedString above_water_str("above_water"); - haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1); - - if (LLPipeline::sUnderWaterRender) - { - LLGLDepthTest depth(GL_FALSE); - - // full screen blit - mScreenTriangleVB->setBuffer(); - mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - } - else - { - //render water patches like LLDrawPoolWater does - LLGLDepthTest depth(GL_TRUE, GL_FALSE); - LLGLDisable cull(GL_CULL_FACE); - - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - - if (mWaterPool) - { - mWaterPool->pushFaceGeometry(); - } - } - - unbindDeferredShader(haze_shader); - - - gGL.setSceneBlendType(LLRender::BT_ALPHA); - } -} - -void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) -{ - //construct frustum - LLVOVolume* volume = drawablep->getVOVolume(); - LLVector3 params = volume->getSpotLightParams(); - - F32 fov = params.mV[0]; - F32 focus = params.mV[1]; - - LLVector3 pos = drawablep->getPositionAgent(); - LLQuaternion quat = volume->getRenderRotation(); - LLVector3 scale = volume->getScale(); - - //get near clip plane - LLVector3 at_axis(0,0,-scale.mV[2]*0.5f); - at_axis *= quat; - - LLVector3 np = pos+at_axis; - at_axis.normVec(); - - //get origin that has given fov for plane np, at_axis, and given scale - F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f); - - LLVector3 origin = np - at_axis*dist; - - //matrix from volume space to agent space - LLMatrix4 light_mat(quat, LLVector4(origin,1.f)); - - glh::matrix4f light_to_agent((F32*) light_mat.mMatrix); - glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent; - - glh::matrix4f screen_to_light = light_to_screen.inverse(); - - F32 s = volume->getLightRadius()*1.5f; - F32 near_clip = dist; - F32 width = scale.mV[VX]; - F32 height = scale.mV[VY]; - F32 far_clip = s+dist-scale.mV[VZ]; - - F32 fovy = fov * RAD_TO_DEG; - F32 aspect = width/height; - - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); - - glh::vec3f p1(0, 0, -(near_clip+0.01f)); - glh::vec3f p2(0, 0, -(near_clip+1.f)); - - glh::vec3f screen_origin(0, 0, 0); - - light_to_screen.mult_matrix_vec(p1); - light_to_screen.mult_matrix_vec(p2); - light_to_screen.mult_matrix_vec(screen_origin); - - glh::vec3f n = p2-p1; - n.normalize(); - - F32 proj_range = far_clip - near_clip; - glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); - screen_to_light = trans * light_proj * screen_to_light; - shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, screen_to_light.m); - shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); - shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); - shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); - shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); - shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); - S32 s_idx = -1; - - for (U32 i = 0; i < 2; i++) - { - if (mShadowSpotLight[i] == drawablep) - { - s_idx = i; - } - } - - shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx); - - if (s_idx >= 0) - { - shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]); - } - else - { - shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f); - } - - // make sure we're not already targeting the same spot light with both shadow maps - llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); - - if (!gCubeSnapshot) - { - LLDrawable* potential = drawablep; - //determine if this light is higher priority than one of the existing spot shadows - F32 m_pri = volume->getSpotLightPriority(); - - for (U32 i = 0; i < 2; i++) - { - F32 pri = 0.f; - - if (mTargetShadowSpotLight[i].notNull()) - { - pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority(); - } - - if (m_pri > pri) - { - LLDrawable* temp = mTargetShadowSpotLight[i]; - mTargetShadowSpotLight[i] = potential; - potential = temp; - m_pri = pri; - } - } - } - - // make sure we didn't end up targeting the same spot light with both shadow maps - llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); - - LLViewerTexture* img = volume->getLightTexture(); - - if (img == NULL) - { - img = LLViewerFetchedTexture::sWhiteImagep; - } - - S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); - - if (channel > -1) - { - if (img) - { - gGL.getTexUnit(channel)->bind(img); - - F32 lod_range = logf(img->getWidth())/logf(2.f); - - shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus); - shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range); - shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); - } - } - -} - -void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) -{ - LLRenderTarget* deferred_target = &mRT->deferredScreen; - LLRenderTarget* deferred_light_target = &mRT->deferredLight; - - stop_glerror(); - shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_BRDF_LUT); - //shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); - shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage()); - shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); - shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); - - for (U32 i = 0; i < 4; i++) - { - if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - } - } - - for (U32 i = 4; i < 6; i++) - { - if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - } - } - - shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); - shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); - - if (!LLPipeline::sReflectionProbesEnabled) - { - S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); - if (channel > -1) - { - LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; - if (cube_map) - { - cube_map->disable(); - } - } - } - - unbindReflectionProbes(shader); - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->activate(); - shader.unbind(); -} - -void LLPipeline::setEnvMat(LLGLSLShader& shader) -{ - F32* m = gGLModelView; - - F32 mat[] = { m[0], m[1], m[2], - m[4], m[5], m[6], - m[8], m[9], m[10] }; - - shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); -} - -void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) -{ - if (!sReflectionProbesEnabled) - { - return; - } - - S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); - bool bound = false; - if (channel > -1 && mReflectionMapManager.mTexture.notNull()) - { - mReflectionMapManager.mTexture->bind(channel); - bound = true; - } - - channel = shader.enableTexture(LLShaderMgr::IRRADIANCE_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); - if (channel > -1 && mReflectionMapManager.mIrradianceMaps.notNull()) - { - mReflectionMapManager.mIrradianceMaps->bind(channel); - bound = true; - } - - if (bound) - { - mReflectionMapManager.setUniforms(); - - setEnvMat(shader); - } - - // reflection probe shaders generally sample the scene map as well for SSR - channel = shader.enableTexture(LLShaderMgr::SCENE_MAP); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(&mSceneMap); - } - - - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, RenderScreenSpaceReflectionIterations); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, RenderScreenSpaceReflectionGlossySamples); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias); - mPoissonOffset++; - - if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples) - mPoissonOffset = 0; - - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, mPoissonOffset); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier); - - channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH); - if (channel > -1) - { - gGL.getTexUnit(channel)->bind(&mSceneMap, true); - } - - -} - -void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) -{ - S32 channel = shader.disableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP); - if (channel > -1 && mReflectionMapManager.mTexture.notNull()) - { - mReflectionMapManager.mTexture->unbind(); - if (channel == 0) - { - gGL.getTexUnit(channel)->enable(LLTexUnit::TT_TEXTURE); - } - } -} - - -inline float sgn(float a) -{ - if (a > 0.0F) return (1.0F); - if (a < 0.0F) return (-1.0F); - return (0.0F); -} - -glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) -{ - glh::matrix4f ret; - - LLVector3 dirN; - LLVector3 upN; - LLVector3 lftN; - - lftN = dir % up; - lftN.normVec(); - - upN = lftN % dir; - upN.normVec(); - - dirN = dir; - dirN.normVec(); - - ret.m[ 0] = lftN[0]; - ret.m[ 1] = upN[0]; - ret.m[ 2] = -dirN[0]; - ret.m[ 3] = 0.f; - - ret.m[ 4] = lftN[1]; - ret.m[ 5] = upN[1]; - ret.m[ 6] = -dirN[1]; - ret.m[ 7] = 0.f; - - ret.m[ 8] = lftN[2]; - ret.m[ 9] = upN[2]; - ret.m[10] = -dirN[2]; - ret.m[11] = 0.f; - - ret.m[12] = -(lftN*pos); - ret.m[13] = -(upN*pos); - ret.m[14] = dirN*pos; - ret.m[15] = 1.f; - - return ret; -} - -glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max) -{ - glh::matrix4f ret; - ret.m[ 0] = 2/(max[0]-min[0]); - ret.m[ 4] = 0; - ret.m[ 8] = 0; - ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]); - - ret.m[ 1] = 0; - ret.m[ 5] = 2/(max[1]-min[1]); - ret.m[ 9] = 0; - ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]); - - ret.m[ 2] = 0; - ret.m[ 6] = 0; - ret.m[10] = 2/(max[2]-min[2]); - ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]); - - ret.m[ 3] = 0; - ret.m[ 7] = 0; - ret.m[11] = 0; - ret.m[15] = 1; - - return ret; -} - -static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows"); -static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA("Alpha Shadow"); -static LLTrace::BlockTimerStatHandle FTM_SHADOW_SIMPLE("Simple Shadow"); -static LLTrace::BlockTimerStatHandle FTM_SHADOW_GEOM("Shadow Geom"); - -static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked"); -static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend"); -static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); -static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); -static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); - -void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); - LL_PROFILE_GPU_ZONE("renderShadow"); - - LLPipeline::sShadowRender = true; - - // disable occlusion culling during shadow render - U32 saved_occlusion = sUseOcclusion; - sUseOcclusion = 0; - - // List of render pass types that use the prim volume as the shadow, - // ignoring textures. - static const U32 types[] = { - LLRenderPass::PASS_SIMPLE, - LLRenderPass::PASS_FULLBRIGHT, - LLRenderPass::PASS_SHINY, - LLRenderPass::PASS_BUMP, - LLRenderPass::PASS_FULLBRIGHT_SHINY, - LLRenderPass::PASS_MATERIAL, - LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, - LLRenderPass::PASS_SPECMAP, - LLRenderPass::PASS_SPECMAP_EMISSIVE, - LLRenderPass::PASS_NORMMAP, - LLRenderPass::PASS_NORMMAP_EMISSIVE, - LLRenderPass::PASS_NORMSPEC, - LLRenderPass::PASS_NORMSPEC_EMISSIVE - }; - - LLGLEnable cull(GL_CULL_FACE); - - //enable depth clamping if available - LLGLEnable clamp_depth(depth_clamp ? GL_DEPTH_CLAMP : 0); - - LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_LESS); - - updateCull(shadow_cam, result); - - stateSort(shadow_cam, result); - - //generate shadow map - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadMatrix(proj.m); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - gGL.loadMatrix(view.m); - - stop_glerror(); - gGLLastMatrix = NULL; - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - stop_glerror(); - - struct CompareVertexBuffer - { - bool operator()(const LLDrawInfo* const& lhs, const LLDrawInfo* const& rhs) - { - return lhs->mVertexBuffer > rhs->mVertexBuffer; - } - }; - - - LLVertexBuffer::unbind(); - for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged - { - bool rigged = j == 1; - gDeferredShadowProgram.bind(rigged); - - gGL.diffuseColor4f(1, 1, 1, 1); - - S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); - - // if not using VSM, disable color writes - if (shadow_detail <= 2) - { - gGL.setColorMask(false, false); - } - - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); //LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); - LL_PROFILE_GPU_ZONE("shadow simple"); - gGL.getTexUnit(0)->disable(); - - for (U32 type : types) - { - renderObjects(type, false, false, rigged); - } - - renderGLTFObjects(LLRenderPass::PASS_GLTF_PBR, false, rigged); - - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - } - - if (LLPipeline::sUseOcclusion > 1) - { // do occlusion culling against non-masked only to take advantage of hierarchical Z - doOcclusion(shadow_cam); - } - - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom"); - renderGeomShadow(shadow_cam); - } - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); - LL_PROFILE_GPU_ZONE("shadow alpha"); - const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; - U32 target_width = LLRenderTarget::sCurResX; - - for (int i = 0; i < 2; ++i) - { - bool rigged = i == 1; - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); - LL_PROFILE_GPU_ZONE("shadow alpha masked"); - gDeferredShadowAlphaMaskProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, true, true, rigged); - } - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); - LL_PROFILE_GPU_ZONE("shadow alpha blend"); - renderAlphaObjects(rigged); - } - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); - LL_PROFILE_GPU_ZONE("shadow alpha masked"); - gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true, rigged); - } - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); - LL_PROFILE_GPU_ZONE("shadow alpha grass"); - gDeferredTreeShadowProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); - - if (i == 0) - { - renderObjects(LLRenderPass::PASS_GRASS, true); - } - - { - LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); - LL_PROFILE_GPU_ZONE("shadow alpha material"); - renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); - renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); - renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); - renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, true, false, rigged); - } - } - } - - for (int i = 0; i < 2; ++i) - { - bool rigged = i == 1; - gDeferredShadowGLTFAlphaMaskProgram.bind(rigged); - LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); - LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); - - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; - - U32 type = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK; - - if (rigged) - { - mAlphaMaskPool->pushRiggedGLTFBatches(type + 1); - } - else - { - mAlphaMaskPool->pushGLTFBatches(type); - } - - gGL.loadMatrix(gGLModelView); - gGLLastMatrix = NULL; - } - } - - gDeferredShadowCubeProgram.bind(); - gGLLastMatrix = NULL; - gGL.loadMatrix(gGLModelView); - - gGL.setColorMask(true, true); - - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - gGLLastMatrix = NULL; - - // reset occlusion culling flag - sUseOcclusion = saved_occlusion; - LLPipeline::sShadowRender = false; -} - -bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector& fp, LLVector3 light_dir) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - //get point cloud of intersection of frust and min, max - - if (getVisibleExtents(camera, min, max)) - { - return false; - } - - //get set of planes on bounding box - LLPlane bp[] = { - LLPlane(min, LLVector3(-1,0,0)), - LLPlane(min, LLVector3(0,-1,0)), - LLPlane(min, LLVector3(0,0,-1)), - LLPlane(max, LLVector3(1,0,0)), - LLPlane(max, LLVector3(0,1,0)), - LLPlane(max, LLVector3(0,0,1))}; - - //potential points - std::vector pp; - - //add corners of AABB - pp.push_back(LLVector3(min.mV[0], min.mV[1], min.mV[2])); - pp.push_back(LLVector3(max.mV[0], min.mV[1], min.mV[2])); - pp.push_back(LLVector3(min.mV[0], max.mV[1], min.mV[2])); - pp.push_back(LLVector3(max.mV[0], max.mV[1], min.mV[2])); - pp.push_back(LLVector3(min.mV[0], min.mV[1], max.mV[2])); - pp.push_back(LLVector3(max.mV[0], min.mV[1], max.mV[2])); - pp.push_back(LLVector3(min.mV[0], max.mV[1], max.mV[2])); - pp.push_back(LLVector3(max.mV[0], max.mV[1], max.mV[2])); - - //add corners of camera frustum - for (U32 i = 0; i < LLCamera::AGENT_FRUSTRUM_NUM; i++) - { - pp.push_back(camera.mAgentFrustum[i]); - } - - - //bounding box line segments - U32 bs[] = - { - 0,1, - 1,3, - 3,2, - 2,0, - - 4,5, - 5,7, - 7,6, - 6,4, - - 0,4, - 1,5, - 3,7, - 2,6 - }; - - for (U32 i = 0; i < 12; i++) - { //for each line segment in bounding box - for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; j++) - { //for each plane in camera frustum - const LLPlane& cp = camera.getAgentPlane(j); - const LLVector3& v1 = pp[bs[i*2+0]]; - const LLVector3& v2 = pp[bs[i*2+1]]; - LLVector3 n; - cp.getVector3(n); - - LLVector3 line = v1-v2; - - F32 d1 = line*n; - F32 d2 = -cp.dist(v2); - - F32 t = d2/d1; - - if (t > 0.f && t < 1.f) - { - LLVector3 intersect = v2+line*t; - pp.push_back(intersect); - } - } - } - - //camera frustum line segments - const U32 fs[] = - { - 0,1, - 1,2, - 2,3, - 3,0, - - 4,5, - 5,6, - 6,7, - 7,4, - - 0,4, - 1,5, - 2,6, - 3,7 - }; - - for (U32 i = 0; i < 12; i++) - { - for (U32 j = 0; j < 6; ++j) - { - const LLVector3& v1 = pp[fs[i*2+0]+8]; - const LLVector3& v2 = pp[fs[i*2+1]+8]; - const LLPlane& cp = bp[j]; - LLVector3 n; - cp.getVector3(n); - - LLVector3 line = v1-v2; - - F32 d1 = line*n; - F32 d2 = -cp.dist(v2); - - F32 t = d2/d1; - - if (t > 0.f && t < 1.f) - { - LLVector3 intersect = v2+line*t; - pp.push_back(intersect); - } - } - } - - LLVector3 ext[] = { min-LLVector3(0.05f,0.05f,0.05f), - max+LLVector3(0.05f,0.05f,0.05f) }; - - for (U32 i = 0; i < pp.size(); ++i) - { - bool found = true; - - const F32* p = pp[i].mV; - - for (U32 j = 0; j < 3; ++j) - { - if (p[j] < ext[0].mV[j] || - p[j] > ext[1].mV[j]) - { - found = false; - break; - } - } - - for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j) - { - const LLPlane& cp = camera.getAgentPlane(j); - F32 dist = cp.dist(pp[i]); - if (dist > 0.05f) //point is above some plane, not contained - { - found = false; - break; - } - } - - if (found) - { - fp.push_back(pp[i]); - } - } - - if (fp.empty()) - { - return false; - } - - return true; -} - -void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade) -{ - if (obj && obj->getVolume()) - { - for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter) - { - renderHighlight(*iter, fade); - } - - LLDrawable* drawable = obj->mDrawable; - if (drawable) - { - for (S32 i = 0; i < drawable->getNumFaces(); ++i) - { - LLFace* face = drawable->getFace(i); - if (face) - { - face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade)); - } - } - } - } -} - - -LLRenderTarget* LLPipeline::getSunShadowTarget(U32 i) -{ - llassert(i < 4); - return &mRT->shadow[i]; -} - -LLRenderTarget* LLPipeline::getSpotShadowTarget(U32 i) -{ - llassert(i < 2); - return &mSpotShadow[i]; -} - -static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow"); -static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_RENDER("Spot Shadow Render"); - -// helper class for disabling occlusion culling for the current stack frame -class LLDisableOcclusionCulling -{ -public: - S32 mUseOcclusion; - - LLDisableOcclusionCulling() - { - mUseOcclusion = LLPipeline::sUseOcclusion; - LLPipeline::sUseOcclusion = 0; - } - - ~LLDisableOcclusionCulling() - { - LLPipeline::sUseOcclusion = mUseOcclusion; - } -}; - -void LLPipeline::generateSunShadow(LLCamera& camera) -{ - if (!sRenderDeferred || RenderShadowDetail <= 0) - { - return; - } - - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW); - LL_PROFILE_GPU_ZONE("generateSunShadow"); - - LLDisableOcclusionCulling no_occlusion; - - bool skip_avatar_update = false; - if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) - { - skip_avatar_update = true; - } - - if (!skip_avatar_update) - { - gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON); - } - - F64 last_modelview[16]; - F64 last_projection[16]; - for (U32 i = 0; i < 16; i++) - { //store last_modelview of world camera - last_modelview[i] = gGLLastModelView[i]; - last_projection[i] = gGLLastProjection[i]; - } - - pushRenderTypeMask(); - andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, - LLPipeline::RENDER_TYPE_ALPHA, - LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER, - LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, - LLPipeline::RENDER_TYPE_GRASS, - LLPipeline::RENDER_TYPE_GLTF_PBR, - LLPipeline::RENDER_TYPE_FULLBRIGHT, - LLPipeline::RENDER_TYPE_BUMP, - LLPipeline::RENDER_TYPE_VOLUME, - LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_CONTROL_AV, - LLPipeline::RENDER_TYPE_TREE, - LLPipeline::RENDER_TYPE_TERRAIN, - LLPipeline::RENDER_TYPE_WATER, - LLPipeline::RENDER_TYPE_VOIDWATER, - LLPipeline::RENDER_TYPE_PASS_ALPHA, - LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_GRASS, - LLPipeline::RENDER_TYPE_PASS_SIMPLE, - LLPipeline::RENDER_TYPE_PASS_BUMP, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, - LLPipeline::RENDER_TYPE_PASS_SHINY, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, - LLPipeline::RENDER_TYPE_PASS_MATERIAL, - LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA, - LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE, - LLPipeline::RENDER_TYPE_PASS_SPECMAP, - LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND, - LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK, - LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE, - LLPipeline::RENDER_TYPE_PASS_NORMMAP, - LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND, - LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK, - LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE, - LLPipeline::RENDER_TYPE_PASS_NORMSPEC, - LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND, - LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK, - LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE, - LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK_RIGGED, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, - LLPipeline::RENDER_TYPE_PASS_SIMPLE_RIGGED, - LLPipeline::RENDER_TYPE_PASS_BUMP_RIGGED, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_RIGGED, - LLPipeline::RENDER_TYPE_PASS_SHINY_RIGGED, - LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY_RIGGED, - LLPipeline::RENDER_TYPE_PASS_MATERIAL_RIGGED, - LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_RIGGED, - LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK_RIGGED, - LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, - LLPipeline::RENDER_TYPE_PASS_SPECMAP_RIGGED, - LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND_RIGGED, - LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK_RIGGED, - LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE_RIGGED, - LLPipeline::RENDER_TYPE_PASS_NORMMAP_RIGGED, - LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND_RIGGED, - LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK_RIGGED, - LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE_RIGGED, - LLPipeline::RENDER_TYPE_PASS_NORMSPEC_RIGGED, - LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND_RIGGED, - LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK_RIGGED, - LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE_RIGGED, - LLPipeline::RENDER_TYPE_PASS_GLTF_PBR, - LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_RIGGED, - LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK, - LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK_RIGGED, - END_RENDER_TYPES); - - gGL.setColorMask(false, false); - - LLEnvironment& environment = LLEnvironment::instance(); - - //get sun view matrix - - //store current projection/modelview matrix - glh::matrix4f saved_proj = get_current_projection(); - glh::matrix4f saved_view = get_current_modelview(); - glh::matrix4f inv_view = saved_view.inverse(); - - glh::matrix4f view[6]; - glh::matrix4f proj[6]; - - LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir); - - //put together a universal "near clip" plane for shadow frusta - LLPlane shadow_near_clip; - { - LLVector3 p = camera.getOrigin(); // gAgent.getPositionAgent(); - p += caster_dir * RenderFarClip*2.f; - shadow_near_clip.setVec(p, caster_dir); - } - - LLVector3 lightDir = -caster_dir; - lightDir.normVec(); - - glh::vec3f light_dir(lightDir.mV); - - //create light space camera matrix - - LLVector3 at = lightDir; - - LLVector3 up = camera.getAtAxis(); - - if (fabsf(up*lightDir) > 0.75f) - { - up = camera.getUpAxis(); - } - - up.normVec(); - at.normVec(); - - - LLCamera main_camera = camera; - - F32 near_clip = 0.f; - { - //get visible point cloud - std::vector fp; - - main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum); - - LLVector3 min,max; - getVisiblePointCloud(main_camera,min,max,fp); - - if (fp.empty()) - { - if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) - { - mShadowCamera[0] = main_camera; - mShadowExtents[0][0] = min; - mShadowExtents[0][1] = max; - - mShadowFrustPoints[0].clear(); - mShadowFrustPoints[1].clear(); - mShadowFrustPoints[2].clear(); - mShadowFrustPoints[3].clear(); - } - popRenderTypeMask(); - - if (!skip_avatar_update) - { - gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); - } - - return; - } - - //get good split distances for frustum - for (U32 i = 0; i < fp.size(); ++i) - { - glh::vec3f v(fp[i].mV); - saved_view.mult_matrix_vec(v); - fp[i].setVec(v.v); - } - - min = fp[0]; - max = fp[0]; - - //get camera space bounding box - for (U32 i = 1; i < fp.size(); ++i) - { - update_min_max(min, max, fp[i]); - } - - near_clip = llclamp(-max.mV[2], 0.01f, 4.0f); - F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f); - - //far_clip = llmin(far_clip, 128.f); - far_clip = llmin(far_clip, camera.getFar()); - - F32 range = far_clip-near_clip; - - LLVector3 split_exp = RenderShadowSplitExponent; - - F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); - - da = powf(da, split_exp.mV[2]); - - F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da; - - for (U32 i = 0; i < 4; ++i) - { - F32 x = (F32)(i+1)/4.f; - x = powf(x, sxp); - mSunClipPlanes.mV[i] = near_clip+range*x; - } - - mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding - } - - if (gCubeSnapshot) - { // stretch clip planes for reflection probe renders to reduce number of shadow passes - mSunClipPlanes.mV[1] = mSunClipPlanes.mV[2]; - mSunClipPlanes.mV[2] = mSunClipPlanes.mV[3]; - mSunClipPlanes.mV[3] *= 1.5f; - } - - - // convenience array of 4 near clip plane distances - F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] }; - - if (mSunDiffuse == LLColor4::black) - { //sun diffuse is totally black shadows don't matter - skipRenderingShadows(); - } - else - { - for (S32 j = 0; j < (gCubeSnapshot ? 2 : 4); j++) - { - if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) - { - mShadowFrustPoints[j].clear(); - } - - LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SUN_SHADOW0+j); - - //restore render matrices - set_current_modelview(saved_view); - set_current_projection(saved_proj); - - LLVector3 eye = camera.getOrigin(); - llassert(eye.isFinite()); - - //camera used for shadow cull/render - LLCamera shadow_cam; - - //create world space camera frustum for this split - shadow_cam = camera; - shadow_cam.setFar(16.f); - - LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); - - LLVector3* frust = shadow_cam.mAgentFrustum; - - LLVector3 pn = shadow_cam.getAtAxis(); - - LLVector3 min, max; - - //construct 8 corners of split frustum section - for (U32 i = 0; i < 4; i++) - { - LLVector3 delta = frust[i+4]-eye; - delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f; - delta.normVec(); - F32 dp = delta*pn; - frust[i] = eye + (delta*dist[j]*0.75f)/dp; - frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp; - } - - shadow_cam.calcAgentFrustumPlanes(frust); - shadow_cam.mFrustumCornerDist = 0.f; - - if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) - { - mShadowCamera[j] = shadow_cam; - } - - std::vector fp; - - if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir) - || j > RenderShadowSplits) - { - //no possible shadow receivers - if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) - { - mShadowExtents[j][0] = LLVector3(); - mShadowExtents[j][1] = LLVector3(); - mShadowCamera[j+4] = shadow_cam; - } - - mRT->shadow[j].bindTarget(); - { - LLGLDepthTest depth(GL_TRUE); - mRT->shadow[j].clear(); - } - mRT->shadow[j].flush(); - - mShadowError.mV[j] = 0.f; - mShadowFOV.mV[j] = 0.f; - - continue; - } - - if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) - { - mShadowExtents[j][0] = min; - mShadowExtents[j][1] = max; - mShadowFrustPoints[j] = fp; - } - - - //find a good origin for shadow projection - LLVector3 origin; - - //get a temporary view projection - view[j] = look(camera.getOrigin(), lightDir, -up); - - std::vector wpf; - - for (U32 i = 0; i < fp.size(); i++) - { - glh::vec3f p = glh::vec3f(fp[i].mV); - view[j].mult_matrix_vec(p); - wpf.push_back(LLVector3(p.v)); - } - - min = wpf[0]; - max = wpf[0]; - - for (U32 i = 0; i < fp.size(); ++i) - { //get AABB in camera space - update_min_max(min, max, wpf[i]); - } - - // Construct a perspective transform with perspective along y-axis that contains - // points in wpf - //Known: - // - far clip plane - // - near clip plane - // - points in frustum - //Find: - // - origin - - //get some "interesting" points of reference - LLVector3 center = (min+max)*0.5f; - LLVector3 size = (max-min)*0.5f; - LLVector3 near_center = center; - near_center.mV[1] += size.mV[1]*2.f; - - - //put all points in wpf in quadrant 0, reletive to center of min/max - //get the best fit line using least squares - F32 bfm = 0.f; - F32 bfb = 0.f; - - for (U32 i = 0; i < wpf.size(); ++i) - { - wpf[i] -= center; - wpf[i].mV[0] = fabsf(wpf[i].mV[0]); - wpf[i].mV[2] = fabsf(wpf[i].mV[2]); - } - - if (!wpf.empty()) - { - F32 sx = 0.f; - F32 sx2 = 0.f; - F32 sy = 0.f; - F32 sxy = 0.f; - - for (U32 i = 0; i < wpf.size(); ++i) - { - sx += wpf[i].mV[0]; - sx2 += wpf[i].mV[0]*wpf[i].mV[0]; - sy += wpf[i].mV[1]; - sxy += wpf[i].mV[0]*wpf[i].mV[1]; - } - - bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2); - bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2); - } - - { - // best fit line is y=bfm*x+bfb - - //find point that is furthest to the right of line - F32 off_x = -1.f; - LLVector3 lp; - - for (U32 i = 0; i < wpf.size(); ++i) - { - //y = bfm*x+bfb - //x = (y-bfb)/bfm - F32 lx = (wpf[i].mV[1]-bfb)/bfm; - - lx = wpf[i].mV[0]-lx; - - if (off_x < lx) - { - off_x = lx; - lp = wpf[i]; - } - } - - //get line with slope bfm through lp - // bfb = y-bfm*x - bfb = lp.mV[1]-bfm*lp.mV[0]; - - //calculate error - mShadowError.mV[j] = 0.f; - - for (U32 i = 0; i < wpf.size(); ++i) - { - F32 lx = (wpf[i].mV[1]-bfb)/bfm; - mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx); - } - - mShadowError.mV[j] /= wpf.size(); - mShadowError.mV[j] /= size.mV[0]; - - if (mShadowError.mV[j] > RenderShadowErrorCutoff) - { //just use ortho projection - mShadowFOV.mV[j] = -1.f; - origin.clearVec(); - proj[j] = gl_ortho(min.mV[0], max.mV[0], - min.mV[1], max.mV[1], - -max.mV[2], -min.mV[2]); - } - else - { - //origin is where line x = 0; - origin.setVec(0,bfb,0); - - F32 fovz = 1.f; - F32 fovx = 1.f; - - LLVector3 zp; - LLVector3 xp; - - for (U32 i = 0; i < wpf.size(); ++i) - { - LLVector3 atz = wpf[i]-origin; - atz.mV[0] = 0.f; - atz.normVec(); - if (fovz > -atz.mV[1]) - { - zp = wpf[i]; - fovz = -atz.mV[1]; - } - - LLVector3 atx = wpf[i]-origin; - atx.mV[2] = 0.f; - atx.normVec(); - if (fovx > -atx.mV[1]) - { - fovx = -atx.mV[1]; - xp = wpf[i]; - } - } - - fovx = acos(fovx); - fovz = acos(fovz); - - F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f); - - mShadowFOV.mV[j] = fovx; - - if (fovx < cutoff && fovz > cutoff) - { - //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff - F32 d = zp.mV[2]/tan(cutoff); - F32 ny = zp.mV[1] + fabsf(d); - - origin.mV[1] = ny; - - fovz = 1.f; - fovx = 1.f; - - for (U32 i = 0; i < wpf.size(); ++i) - { - LLVector3 atz = wpf[i]-origin; - atz.mV[0] = 0.f; - atz.normVec(); - fovz = llmin(fovz, -atz.mV[1]); - - LLVector3 atx = wpf[i]-origin; - atx.mV[2] = 0.f; - atx.normVec(); - fovx = llmin(fovx, -atx.mV[1]); - } - - fovx = acos(fovx); - fovz = acos(fovz); - - mShadowFOV.mV[j] = cutoff; - } - - - origin += center; - - F32 ynear = -(max.mV[1]-origin.mV[1]); - F32 yfar = -(min.mV[1]-origin.mV[1]); - - if (ynear < 0.1f) //keep a sensible near clip plane - { - F32 diff = 0.1f-ynear; - origin.mV[1] += diff; - ynear += diff; - yfar += diff; - } - - if (fovx > cutoff) - { //just use ortho projection - origin.clearVec(); - mShadowError.mV[j] = -1.f; - proj[j] = gl_ortho(min.mV[0], max.mV[0], - min.mV[1], max.mV[1], - -max.mV[2], -min.mV[2]); - } - else - { - //get perspective projection - view[j] = view[j].inverse(); - //llassert(origin.isFinite()); - - glh::vec3f origin_agent(origin.mV); - - //translate view to origin - view[j].mult_matrix_vec(origin_agent); - - eye = LLVector3(origin_agent.v); - //llassert(eye.isFinite()); - if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) - { - mShadowFrustOrigin[j] = eye; - } - - view[j] = look(LLVector3(origin_agent.v), lightDir, -up); - - F32 fx = 1.f/tanf(fovx); - F32 fz = 1.f/tanf(fovz); - - proj[j] = glh::matrix4f(-fx, 0, 0, 0, - 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar), - 0, 0, -fz, 0, - 0, -1.f, 0, 0); - } - } - } - - //shadow_cam.setFar(128.f); - shadow_cam.setOriginAndLookAt(eye, up, center); - - shadow_cam.setOrigin(0,0,0); - - set_current_modelview(view[j]); - set_current_projection(proj[j]); - - LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); - - //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); - shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); - - //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); - - set_current_modelview(view[j]); - set_current_projection(proj[j]); - - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = mShadowModelview[j].m[i]; - gGLLastProjection[i] = mShadowProjection[j].m[i]; - } - - mShadowModelview[j] = view[j]; - mShadowProjection[j] = proj[j]; - mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view; - - stop_glerror(); - - mRT->shadow[j].bindTarget(); - mRT->shadow[j].getViewport(gGLViewport); - mRT->shadow[j].clear(); - - { - static LLCullResult result[4]; - renderShadow(view[j], proj[j], shadow_cam, result[j], true); - } - - mRT->shadow[j].flush(); - - if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) - { - mShadowCamera[j+4] = shadow_cam; - } - } - } - - //hack to disable projector shadows - bool gen_shadow = RenderShadowDetail > 1; - - if (gen_shadow) - { - if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates - { - LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat(); - F32 fade_amt = gFrameIntervalSeconds.value() - * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0); - - // should never happen - llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); - - //update shadow targets - for (U32 i = 0; i < 2; i++) - { //for each current shadow - LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + i); - - if (mShadowSpotLight[i].notNull() && - (mShadowSpotLight[i] == mTargetShadowSpotLight[0] || - mShadowSpotLight[i] == mTargetShadowSpotLight[1])) - { //keep this spotlight - mSpotLightFade[i] = llmin(mSpotLightFade[i] + fade_amt, 1.f); - } - else - { //fade out this light - mSpotLightFade[i] = llmax(mSpotLightFade[i] - fade_amt, 0.f); - - if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull()) - { //faded out, grab one of the pending spots (whichever one isn't already taken) - if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i + 1) % 2]) - { - mShadowSpotLight[i] = mTargetShadowSpotLight[0]; - } - else - { - mShadowSpotLight[i] = mTargetShadowSpotLight[1]; - } - } - } - } - } - - // this should never happen - llassert(mShadowSpotLight[0] != mShadowSpotLight[1] || mShadowSpotLight[0].isNull()); - - for (S32 i = 0; i < 2; i++) - { - set_current_modelview(saved_view); - set_current_projection(saved_proj); - - if (mShadowSpotLight[i].isNull()) - { - continue; - } - - LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume(); - - if (!volume) - { - mShadowSpotLight[i] = NULL; - continue; - } - - LLDrawable* drawable = mShadowSpotLight[i]; - - LLVector3 params = volume->getSpotLightParams(); - F32 fov = params.mV[0]; - - //get agent->light space matrix (modelview) - LLVector3 center = drawable->getPositionAgent(); - LLQuaternion quat = volume->getRenderRotation(); - - //get near clip plane - LLVector3 scale = volume->getScale(); - LLVector3 at_axis(0, 0, -scale.mV[2] * 0.5f); - at_axis *= quat; - - LLVector3 np = center + at_axis; - at_axis.normVec(); - - //get origin that has given fov for plane np, at_axis, and given scale - F32 dist = (scale.mV[1] * 0.5f) / tanf(fov * 0.5f); - - LLVector3 origin = np - at_axis * dist; - - LLMatrix4 mat(quat, LLVector4(origin, 1.f)); - - view[i + 4] = glh::matrix4f((F32*)mat.mMatrix); - - view[i + 4] = view[i + 4].inverse(); - - //get perspective matrix - F32 near_clip = dist + 0.01f; - F32 width = scale.mV[VX]; - F32 height = scale.mV[VY]; - F32 far_clip = dist + volume->getLightRadius() * 1.5f; - - F32 fovy = fov * RAD_TO_DEG; - F32 aspect = width / height; - - proj[i + 4] = gl_perspective(fovy, aspect, near_clip, far_clip); - - //translate and scale to from [-1, 1] to [0, 1] - glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, - 0.f, 0.5f, 0.f, 0.5f, - 0.f, 0.f, 0.5f, 0.5f, - 0.f, 0.f, 0.f, 1.f); - - set_current_modelview(view[i + 4]); - set_current_projection(proj[i + 4]); - - mSunShadowMatrix[i + 4] = trans * proj[i + 4] * view[i + 4] * inv_view; - - for (U32 j = 0; j < 16; j++) - { - gGLLastModelView[j] = mShadowModelview[i + 4].m[j]; - gGLLastProjection[j] = mShadowProjection[i + 4].m[j]; - } - - mShadowModelview[i + 4] = view[i + 4]; - mShadowProjection[i + 4] = proj[i + 4]; - - if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates - { - LLCamera shadow_cam = camera; - shadow_cam.setFar(far_clip); - shadow_cam.setOrigin(origin); - - LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); - - // - - mSpotShadow[i].bindTarget(); - mSpotShadow[i].getViewport(gGLViewport); - mSpotShadow[i].clear(); - - static LLCullResult result[2]; - - LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + i); - - RenderSpotLight = drawable; - - renderShadow(view[i + 4], proj[i + 4], shadow_cam, result[i], false); - - RenderSpotLight = nullptr; - - mSpotShadow[i].flush(); - } - } - } - else - { //no spotlight shadows - mShadowSpotLight[0] = mShadowSpotLight[1] = NULL; - } - - - if (!CameraOffset) - { - set_current_modelview(saved_view); - set_current_projection(saved_proj); - } - else - { - set_current_modelview(view[1]); - set_current_projection(proj[1]); - gGL.loadMatrix(view[1].m); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.loadMatrix(proj[1].m); - gGL.matrixMode(LLRender::MM_MODELVIEW); - } - gGL.setColorMask(true, true); - - for (U32 i = 0; i < 16; i++) - { - gGLLastModelView[i] = last_modelview[i]; - gGLLastProjection[i] = last_projection[i]; - } - - popRenderTypeMask(); - - if (!skip_avatar_update) - { - gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); - } -} - -void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture) -{ - for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) - { - LLSpatialGroup* group = *i; - if (!group->isDead() && - (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && - gPipeline.hasRenderType(group->getSpatialPartition()->mDrawableType) && - group->mDrawMap.find(type) != group->mDrawMap.end()) - { - pass->renderGroup(group,type,texture); - } - } -} - -void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture) -{ - for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) - { - LLSpatialGroup* group = *i; - if (!group->isDead() && - (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && - gPipeline.hasRenderType(group->getSpatialPartition()->mDrawableType) && - group->mDrawMap.find(type) != group->mDrawMap.end()) - { - pass->renderRiggedGroup(group, type, texture); - } - } -} - -void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) -{ - if (gGLManager.mGLVersion < 3.25f) - { // profiling requires GL 3.3 or later - return; - } - - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - - // don't continue to profile an avatar that is known to be too slow - llassert(!avatar->isTooSlow()); - - LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr; - - mRT->deferredScreen.bindTarget(); - mRT->deferredScreen.clear(); - - if (!profile_attachments) - { - // profile entire avatar all at once and readback asynchronously - avatar->placeProfileQuery(); - - LLTimer cpu_timer; - - generateImpostor(avatar, false, true); - - avatar->mCPURenderTime = (F32)cpu_timer.getElapsedTimeF32() * 1000.f; - - avatar->readProfileQuery(5); // allow up to 5 frames of latency - } - else - { - // profile attachments one at a time - LLVOAvatar::attachment_map_t::iterator iter; - LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin(); - LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end(); - - for (iter = begin; - iter != end; - ++iter) - { - LLViewerJointAttachment* attachment = iter->second; - for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); - attachment_iter != attachment->mAttachedObjects.end(); - ++attachment_iter) - { - LLViewerObject* attached_object = attachment_iter->get(); - if (attached_object) - { - // use gDebugProgram to do the GPU queries - gDebugProgram.clearStats(); - gDebugProgram.placeProfileQuery(true); - - generateImpostor(avatar, false, true, attached_object); - gDebugProgram.readProfileQuery(true, true); - - attached_object->mGPURenderTime = gDebugProgram.mTimeElapsed / 1000000.f; - } - } - } - } - - mRT->deferredScreen.flush(); - - if (cur_shader) - { - cur_shader->bind(); - } -} - -void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool for_profile, LLViewerObject* specific_attachment) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; - LL_PROFILE_GPU_ZONE("generateImpostor"); - LLGLState::checkStates(); - - static LLCullResult result; - result.clear(); - grabReferences(result); - - if (!avatar || !avatar->mDrawable) - { - LL_WARNS_ONCE("AvatarRenderPipeline") << "Avatar is " << (avatar ? "not drawable" : "null") << LL_ENDL; - return; - } - LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " is drawable" << LL_ENDL; - - assertInitialized(); - - // previews can't be muted or impostered - bool visually_muted = !for_profile && !preview_avatar && avatar->isVisuallyMuted(); - LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() - << " is " << ( visually_muted ? "" : "not ") << "visually muted" - << LL_ENDL; - bool too_complex = !for_profile && !preview_avatar && avatar->isTooComplex(); - LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() - << " is " << ( too_complex ? "" : "not ") << "too complex" - << LL_ENDL; - - pushRenderTypeMask(); - - if (visually_muted || too_complex) - { - // only show jelly doll geometry - andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, - LLPipeline::RENDER_TYPE_CONTROL_AV, - END_RENDER_TYPES); - } - else - { - //hide world geometry - clearRenderTypeMask( - RENDER_TYPE_SKY, - RENDER_TYPE_WL_SKY, - RENDER_TYPE_TERRAIN, - RENDER_TYPE_GRASS, - RENDER_TYPE_CONTROL_AV, // Animesh - RENDER_TYPE_TREE, - RENDER_TYPE_VOIDWATER, - RENDER_TYPE_WATER, - RENDER_TYPE_ALPHA_PRE_WATER, - RENDER_TYPE_PASS_GRASS, - RENDER_TYPE_HUD, - RENDER_TYPE_PARTICLES, - RENDER_TYPE_CLOUDS, - RENDER_TYPE_HUD_PARTICLES, - END_RENDER_TYPES - ); - } - - if (specific_attachment && specific_attachment->isHUDAttachment()) - { //enable HUD rendering - setRenderTypeMask(RENDER_TYPE_HUD, END_RENDER_TYPES); - } - - S32 occlusion = sUseOcclusion; - sUseOcclusion = 0; - - sReflectionRender = ! sRenderDeferred; - - sShadowRender = true; - sImpostorRender = true; - - LLViewerCamera* viewer_camera = LLViewerCamera::getInstance(); - - { - markVisible(avatar->mDrawable, *viewer_camera); - - if (preview_avatar) - { - // Only show rigged attachments for preview - // For the sake of performance and so that static - // objects won't obstruct previewing changes - LLVOAvatar::attachment_map_t::iterator iter; - for (iter = avatar->mAttachmentPoints.begin(); - iter != avatar->mAttachmentPoints.end(); - ++iter) - { - LLViewerJointAttachment *attachment = iter->second; - for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); - attachment_iter != attachment->mAttachedObjects.end(); - ++attachment_iter) - { - LLViewerObject* attached_object = attachment_iter->get(); - if (attached_object) - { - if (attached_object->isRiggedMesh()) - { - markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); - } - else - { - // sometimes object is a linkset and rigged mesh is a child - LLViewerObject::const_child_list_t& child_list = attached_object->getChildren(); - for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); - iter != child_list.end(); iter++) - { - LLViewerObject* child = *iter; - if (child->isRiggedMesh()) - { - markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); - break; - } - } - } - } - } - } - } - else - { - if (specific_attachment) - { - markVisible(specific_attachment->mDrawable->getSpatialBridge(), *viewer_camera); - } - else - { - LLVOAvatar::attachment_map_t::iterator iter; - LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin(); - LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end(); - - for (iter = begin; - iter != end; - ++iter) - { - LLViewerJointAttachment* attachment = iter->second; - for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); - attachment_iter != attachment->mAttachedObjects.end(); - ++attachment_iter) - { - LLViewerObject* attached_object = attachment_iter->get(); - if (attached_object) - { - markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); - } - } - } - } - } - } - - stateSort(*LLViewerCamera::getInstance(), result); - - LLCamera camera = *viewer_camera; - LLVector2 tdim; - U32 resY = 0; - U32 resX = 0; - - if (!preview_avatar) - { - const LLVector4a* ext = avatar->mDrawable->getSpatialExtents(); - LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset()); - - camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis()); - - LLVector4a half_height; - half_height.setSub(ext[1], ext[0]); - half_height.mul(0.5f); - - LLVector4a left; - left.load3(camera.getLeftAxis().mV); - left.mul(left); - llassert(left.dot3(left).getF32() > F_APPROXIMATELY_ZERO); - left.normalize3fast(); - - LLVector4a up; - up.load3(camera.getUpAxis().mV); - up.mul(up); - llassert(up.dot3(up).getF32() > F_APPROXIMATELY_ZERO); - up.normalize3fast(); - - tdim.mV[0] = fabsf(half_height.dot3(left).getF32()); - tdim.mV[1] = fabsf(half_height.dot3(up).getF32()); - - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - - F32 distance = (pos-camera.getOrigin()).length(); - F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG; - F32 aspect = tdim.mV[0]/tdim.mV[1]; - glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f); - set_current_projection(persp); - gGL.loadMatrix(persp.m); - - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - glh::matrix4f mat; - camera.getOpenGLTransform(mat.m); - - mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; - - gGL.loadMatrix(mat.m); - set_current_modelview(mat); - - glClearColor(0.0f,0.0f,0.0f,0.0f); - gGL.setColorMask(true, true); - - // get the number of pixels per angle - F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView()); - - //get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing) - resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512); - resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512); - - if (!for_profile) - { - if (!avatar->mImpostor.isComplete()) - { - avatar->mImpostor.allocate(resX, resY, GL_RGBA, true); - - if (LLPipeline::sRenderDeferred) - { - addDeferredAttachments(avatar->mImpostor, true); - } - - gGL.getTexUnit(0)->bind(&avatar->mImpostor); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - } - else if (resX != avatar->mImpostor.getWidth() || resY != avatar->mImpostor.getHeight()) - { - avatar->mImpostor.resize(resX, resY); - } - - avatar->mImpostor.bindTarget(); - } - } - - F32 old_alpha = LLDrawPoolAvatar::sMinimumAlpha; - - if (visually_muted || too_complex) - { //disable alpha masking for muted avatars (get whole skin silhouette) - LLDrawPoolAvatar::sMinimumAlpha = 0.f; - } - - if (preview_avatar || for_profile) - { - // previews and profiles don't care about imposters - renderGeomDeferred(camera); - renderGeomPostDeferred(camera); - } - else - { - avatar->mImpostor.clear(); - renderGeomDeferred(camera); - - renderGeomPostDeferred(camera); - - // Shameless hack time: render it all again, - // this time writing the depth - // values we need to generate the alpha mask below - // while preserving the alpha-sorted color rendering - // from the previous pass - // - sImpostorRenderAlphaDepthPass = true; - // depth-only here... - // - gGL.setColorMask(false,false); - renderGeomPostDeferred(camera); - - sImpostorRenderAlphaDepthPass = false; - - } - - LLDrawPoolAvatar::sMinimumAlpha = old_alpha; - - if (!for_profile) - { //create alpha mask based on depth buffer (grey out if muted) - if (LLPipeline::sRenderDeferred) - { - GLuint buff = GL_COLOR_ATTACHMENT0; - glDrawBuffers(1, &buff); - } - - LLGLDisable blend(GL_BLEND); - - if (visually_muted || too_complex) - { - gGL.setColorMask(true, true); - } - else - { - gGL.setColorMask(false, true); - } - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); - - gGL.flush(); - - gGL.pushMatrix(); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.pushMatrix(); - gGL.loadIdentity(); - - static const F32 clip_plane = 0.99999f; - - gDebugProgram.bind(); - - if (visually_muted) - { // Visually muted avatar - LLColor4 muted_color(avatar->getMutedAVColor()); - LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set solid color " << muted_color << LL_ENDL; - gGL.diffuseColor4fv( muted_color.mV ); - } - else if (!preview_avatar) - { //grey muted avatar - LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set grey" << LL_ENDL; - gGL.diffuseColor4fv(LLColor4::pink.mV ); - } - - gGL.begin(LLRender::QUADS); - gGL.vertex3f(-1, -1, clip_plane); - gGL.vertex3f(1, -1, clip_plane); - gGL.vertex3f(1, 1, clip_plane); - gGL.vertex3f(-1, 1, clip_plane); - gGL.end(); - gGL.flush(); - - gDebugProgram.unbind(); - - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - } - - if (!preview_avatar && !for_profile) - { - avatar->mImpostor.flush(); - avatar->setImpostorDim(tdim); - } - - sUseOcclusion = occlusion; - sReflectionRender = false; - sImpostorRender = false; - sShadowRender = false; - popRenderTypeMask(); - - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); - - if (!preview_avatar && !for_profile) - { - avatar->mNeedsImpostorUpdate = false; - avatar->cacheImpostorValues(); - avatar->mLastImpostorUpdateFrameTime = gFrameTimeSeconds; - } - - LLVertexBuffer::unbind(); - LLGLState::checkStates(); -} - -bool LLPipeline::hasRenderBatches(const U32 type) const -{ - return sCull->getRenderMapSize(type) > 0; -} - -LLCullResult::drawinfo_iterator LLPipeline::beginRenderMap(U32 type) -{ - return sCull->beginRenderMap(type); -} - -LLCullResult::drawinfo_iterator LLPipeline::endRenderMap(U32 type) -{ - return sCull->endRenderMap(type); -} - -LLCullResult::sg_iterator LLPipeline::beginAlphaGroups() -{ - return sCull->beginAlphaGroups(); -} - -LLCullResult::sg_iterator LLPipeline::endAlphaGroups() -{ - return sCull->endAlphaGroups(); -} - -LLCullResult::sg_iterator LLPipeline::beginRiggedAlphaGroups() -{ - return sCull->beginRiggedAlphaGroups(); -} - -LLCullResult::sg_iterator LLPipeline::endRiggedAlphaGroups() -{ - return sCull->endRiggedAlphaGroups(); -} - -bool LLPipeline::hasRenderType(const U32 type) const -{ - // STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render" - // We then need to test that value here and return false to prevent attachment to render (in mouselook for instance) - // TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to false explicitely - return (type == 0 ? false : mRenderTypeEnabled[type]); -} - -void LLPipeline::setRenderTypeMask(U32 type, ...) -{ - va_list args; - - va_start(args, type); - while (type < END_RENDER_TYPES) - { - mRenderTypeEnabled[type] = true; - type = va_arg(args, U32); - } - va_end(args); - - if (type > END_RENDER_TYPES) - { - LL_ERRS() << "Invalid render type." << LL_ENDL; - } -} - -bool LLPipeline::hasAnyRenderType(U32 type, ...) const -{ - va_list args; - - va_start(args, type); - while (type < END_RENDER_TYPES) - { - if (mRenderTypeEnabled[type]) - { - return true; - } - type = va_arg(args, U32); - } - va_end(args); - - if (type > END_RENDER_TYPES) - { - LL_ERRS() << "Invalid render type." << LL_ENDL; - } - - return false; -} - -void LLPipeline::pushRenderTypeMask() -{ - std::string cur_mask; - cur_mask.assign((const char*) mRenderTypeEnabled, sizeof(mRenderTypeEnabled)); - mRenderTypeEnableStack.push(cur_mask); -} - -void LLPipeline::popRenderTypeMask() -{ - if (mRenderTypeEnableStack.empty()) - { - LL_ERRS() << "Depleted render type stack." << LL_ENDL; - } - - memcpy(mRenderTypeEnabled, mRenderTypeEnableStack.top().data(), sizeof(mRenderTypeEnabled)); - mRenderTypeEnableStack.pop(); -} - -void LLPipeline::andRenderTypeMask(U32 type, ...) -{ - va_list args; - - bool tmp[NUM_RENDER_TYPES]; - for (U32 i = 0; i < NUM_RENDER_TYPES; ++i) - { - tmp[i] = false; - } - - va_start(args, type); - while (type < END_RENDER_TYPES) - { - if (mRenderTypeEnabled[type]) - { - tmp[type] = true; - } - - type = va_arg(args, U32); - } - va_end(args); - - if (type > END_RENDER_TYPES) - { - LL_ERRS() << "Invalid render type." << LL_ENDL; - } - - for (U32 i = 0; i < LLPipeline::NUM_RENDER_TYPES; ++i) - { - mRenderTypeEnabled[i] = tmp[i]; - } - -} - -void LLPipeline::clearRenderTypeMask(U32 type, ...) -{ - va_list args; - - va_start(args, type); - while (type < END_RENDER_TYPES) - { - mRenderTypeEnabled[type] = false; - - type = va_arg(args, U32); - } - va_end(args); - - if (type > END_RENDER_TYPES) - { - LL_ERRS() << "Invalid render type." << LL_ENDL; - } -} - -void LLPipeline::setAllRenderTypes() -{ - for (U32 i = 0; i < NUM_RENDER_TYPES; ++i) - { - mRenderTypeEnabled[i] = true; - } -} - -void LLPipeline::clearAllRenderTypes() -{ - for (U32 i = 0; i < NUM_RENDER_TYPES; ++i) - { - mRenderTypeEnabled[i] = false; - } -} - -void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color) -{ - DebugBlip blip(position, color); - mDebugBlips.push_back(blip); -} - -void LLPipeline::hidePermanentObjects( std::vector& restoreList ) -{ - //This method is used to hide any vo's from the object list that may have - //the permanent flag set. - - U32 objCnt = gObjectList.getNumObjects(); - for (U32 i = 0; i < objCnt; ++i) - { - LLViewerObject* pObject = gObjectList.getObject(i); - if ( pObject && pObject->flagObjectPermanent() ) - { - LLDrawable *pDrawable = pObject->mDrawable; - - if ( pDrawable ) - { - restoreList.push_back( i ); - hideDrawable( pDrawable ); - } - } - } - - skipRenderingOfTerrain( true ); -} - -void LLPipeline::restorePermanentObjects( const std::vector& restoreList ) -{ - //This method is used to restore(unhide) any vo's from the object list that may have - //been hidden because their permanency flag was set. - - std::vector::const_iterator itCurrent = restoreList.begin(); - std::vector::const_iterator itEnd = restoreList.end(); - - U32 objCnt = gObjectList.getNumObjects(); - - while ( itCurrent != itEnd ) - { - U32 index = *itCurrent; - LLViewerObject* pObject = NULL; - if ( index < objCnt ) - { - pObject = gObjectList.getObject( index ); - } - if ( pObject ) - { - LLDrawable *pDrawable = pObject->mDrawable; - if ( pDrawable ) - { - pDrawable->clearState( LLDrawable::FORCE_INVISIBLE ); - unhideDrawable( pDrawable ); - } - } - ++itCurrent; - } - - skipRenderingOfTerrain( false ); -} - -void LLPipeline::skipRenderingOfTerrain( bool flag ) -{ - pool_set_t::iterator iter = mPools.begin(); - while ( iter != mPools.end() ) - { - LLDrawPool* pPool = *iter; - U32 poolType = pPool->getType(); - if ( hasRenderType( pPool->getType() ) && poolType == LLDrawPool::POOL_TERRAIN ) - { - pPool->setSkipRenderFlag( flag ); - } - ++iter; - } -} - -void LLPipeline::hideObject( const LLUUID& id ) -{ - LLViewerObject *pVO = gObjectList.findObject( id ); - - if ( pVO ) - { - LLDrawable *pDrawable = pVO->mDrawable; - - if ( pDrawable ) - { - hideDrawable( pDrawable ); - } - } -} - -void LLPipeline::hideDrawable( LLDrawable *pDrawable ) -{ - pDrawable->setState( LLDrawable::FORCE_INVISIBLE ); - markRebuild( pDrawable, LLDrawable::REBUILD_ALL); - //hide the children - LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren(); - for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); - iter != child_list.end(); iter++ ) - { - LLViewerObject* child = *iter; - LLDrawable* drawable = child->mDrawable; - if ( drawable ) - { - drawable->setState( LLDrawable::FORCE_INVISIBLE ); - markRebuild( drawable, LLDrawable::REBUILD_ALL); - } - } -} -void LLPipeline::unhideDrawable( LLDrawable *pDrawable ) -{ - pDrawable->clearState( LLDrawable::FORCE_INVISIBLE ); - markRebuild( pDrawable, LLDrawable::REBUILD_ALL); - //restore children - LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren(); - for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); - iter != child_list.end(); iter++) - { - LLViewerObject* child = *iter; - LLDrawable* drawable = child->mDrawable; - if ( drawable ) - { - drawable->clearState( LLDrawable::FORCE_INVISIBLE ); - markRebuild( drawable, LLDrawable::REBUILD_ALL); - } - } -} -void LLPipeline::restoreHiddenObject( const LLUUID& id ) -{ - LLViewerObject *pVO = gObjectList.findObject( id ); - - if ( pVO ) - { - LLDrawable *pDrawable = pVO->mDrawable; - if ( pDrawable ) - { - unhideDrawable( pDrawable ); - } - } -} - -void LLPipeline::skipRenderingShadows() -{ - LLGLDepthTest depth(GL_TRUE); - - for (S32 j = 0; j < 4; j++) - { - mRT->shadow[j].bindTarget(); - mRT->shadow[j].clear(); - mRT->shadow[j].flush(); - } -} - -void LLPipeline::handleShadowDetailChanged() -{ - if (RenderShadowDetail > gSavedSettings.getS32("RenderShadowDetail")) - { - skipRenderingShadows(); - } - else - { - LLViewerShaderMgr::instance()->setShaders(); - } -} - -class LLOctreeDirty : public OctreeTraveler -{ -public: - virtual void visit(const OctreeNode* state) - { - LLSpatialGroup* group = (LLSpatialGroup*)state->getListener(0); - - if (group->getSpatialPartition()->mRenderByGroup) - { - group->setState(LLSpatialGroup::GEOM_DIRTY); - gPipeline.markRebuild(group); - } - - for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i) - { - LLSpatialBridge* bridge = *i; - traverse(bridge->mOctree); - } - } -}; - - -void LLPipeline::rebuildDrawInfo() -{ - for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); - iter != LLWorld::getInstance()->getRegionList().end(); ++iter) - { - LLViewerRegion* region = *iter; - - LLOctreeDirty dirty; - - LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_VOLUME); - dirty.traverse(part->mOctree); - - part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE); - dirty.traverse(part->mOctree); - } -} - +/** + * @file pipeline.cpp + * @brief Rendering pipeline. + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2010, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#include "llviewerprecompiledheaders.h" + +#include "pipeline.h" + +// library includes +#include "llaudioengine.h" // For debugging. +#include "llerror.h" +#include "llviewercontrol.h" +#include "llfasttimer.h" +#include "llfontgl.h" +#include "llnamevalue.h" +#include "llpointer.h" +#include "llprimitive.h" +#include "llvolume.h" +#include "material_codes.h" +#include "v3color.h" +#include "llui.h" +#include "llglheaders.h" +#include "llrender.h" +#include "llstartup.h" +#include "llwindow.h" // swapBuffers() + +// newview includes +#include "llagent.h" +#include "llagentcamera.h" +#include "llappviewer.h" +#include "lltexturecache.h" +#include "lltexturefetch.h" +#include "llimageworker.h" +#include "lldrawable.h" +#include "lldrawpoolalpha.h" +#include "lldrawpoolavatar.h" +#include "lldrawpoolbump.h" +#include "lldrawpooltree.h" +#include "lldrawpoolwater.h" +#include "llface.h" +#include "llfeaturemanager.h" +#include "llfloatertelehub.h" +#include "llfloaterreg.h" +#include "llhudmanager.h" +#include "llhudnametag.h" +#include "llhudtext.h" +#include "lllightconstants.h" +#include "llmeshrepository.h" +#include "llpipelinelistener.h" +#include "llresmgr.h" +#include "llselectmgr.h" +#include "llsky.h" +#include "lltracker.h" +#include "lltool.h" +#include "lltoolmgr.h" +#include "llviewercamera.h" +#include "llviewermediafocus.h" +#include "llviewertexturelist.h" +#include "llviewerobject.h" +#include "llviewerobjectlist.h" +#include "llviewerparcelmgr.h" +#include "llviewerregion.h" // for audio debugging. +#include "llviewerwindow.h" // For getSpinAxis +#include "llvoavatarself.h" +#include "llvocache.h" +#include "llvosky.h" +#include "llvowlsky.h" +#include "llvotree.h" +#include "llvovolume.h" +#include "llvosurfacepatch.h" +#include "llvowater.h" +#include "llvotree.h" +#include "llvopartgroup.h" +#include "llworld.h" +#include "llcubemap.h" +#include "llviewershadermgr.h" +#include "llviewerstats.h" +#include "llviewerjoystick.h" +#include "llviewerdisplay.h" +#include "llspatialpartition.h" +#include "llmutelist.h" +#include "lltoolpie.h" +#include "llnotifications.h" +#include "llpathinglib.h" +#include "llfloaterpathfindingconsole.h" +#include "llfloaterpathfindingcharacters.h" +#include "llfloatertools.h" +#include "llpanelface.h" +#include "llpathfindingpathtool.h" +#include "llscenemonitor.h" +#include "llprogressview.h" +#include "llcleanup.h" + +#include "llenvironment.h" +#include "llsettingsvo.h" + +extern bool gSnapshot; +bool gShiftFrame = false; + +//cached settings +bool LLPipeline::WindLightUseAtmosShaders; +bool LLPipeline::RenderDeferred; +F32 LLPipeline::RenderDeferredSunWash; +U32 LLPipeline::RenderFSAASamples; +U32 LLPipeline::RenderResolutionDivisor; +bool LLPipeline::RenderUIBuffer; +S32 LLPipeline::RenderShadowDetail; +S32 LLPipeline::RenderShadowSplits; +bool LLPipeline::RenderDeferredSSAO; +F32 LLPipeline::RenderShadowResolutionScale; +bool LLPipeline::RenderDelayCreation; +bool LLPipeline::RenderAnimateRes; +bool LLPipeline::FreezeTime; +S32 LLPipeline::DebugBeaconLineWidth; +F32 LLPipeline::RenderHighlightBrightness; +LLColor4 LLPipeline::RenderHighlightColor; +F32 LLPipeline::RenderHighlightThickness; +bool LLPipeline::RenderSpotLightsInNondeferred; +LLColor4 LLPipeline::PreviewAmbientColor; +LLColor4 LLPipeline::PreviewDiffuse0; +LLColor4 LLPipeline::PreviewSpecular0; +LLColor4 LLPipeline::PreviewDiffuse1; +LLColor4 LLPipeline::PreviewSpecular1; +LLColor4 LLPipeline::PreviewDiffuse2; +LLColor4 LLPipeline::PreviewSpecular2; +LLVector3 LLPipeline::PreviewDirection0; +LLVector3 LLPipeline::PreviewDirection1; +LLVector3 LLPipeline::PreviewDirection2; +F32 LLPipeline::RenderGlowMaxExtractAlpha; +F32 LLPipeline::RenderGlowWarmthAmount; +LLVector3 LLPipeline::RenderGlowLumWeights; +LLVector3 LLPipeline::RenderGlowWarmthWeights; +S32 LLPipeline::RenderGlowResolutionPow; +S32 LLPipeline::RenderGlowIterations; +F32 LLPipeline::RenderGlowWidth; +F32 LLPipeline::RenderGlowStrength; +bool LLPipeline::RenderGlowNoise; +bool LLPipeline::RenderDepthOfField; +bool LLPipeline::RenderDepthOfFieldInEditMode; +F32 LLPipeline::CameraFocusTransitionTime; +F32 LLPipeline::CameraFNumber; +F32 LLPipeline::CameraFocalLength; +F32 LLPipeline::CameraFieldOfView; +F32 LLPipeline::RenderShadowNoise; +F32 LLPipeline::RenderShadowBlurSize; +F32 LLPipeline::RenderSSAOScale; +U32 LLPipeline::RenderSSAOMaxScale; +F32 LLPipeline::RenderSSAOFactor; +LLVector3 LLPipeline::RenderSSAOEffect; +F32 LLPipeline::RenderShadowOffsetError; +F32 LLPipeline::RenderShadowBiasError; +F32 LLPipeline::RenderShadowOffset; +F32 LLPipeline::RenderShadowBias; +F32 LLPipeline::RenderSpotShadowOffset; +F32 LLPipeline::RenderSpotShadowBias; +LLDrawable* LLPipeline::RenderSpotLight = nullptr; +F32 LLPipeline::RenderEdgeDepthCutoff; +F32 LLPipeline::RenderEdgeNormCutoff; +LLVector3 LLPipeline::RenderShadowGaussian; +F32 LLPipeline::RenderShadowBlurDistFactor; +bool LLPipeline::RenderDeferredAtmospheric; +F32 LLPipeline::RenderHighlightFadeTime; +F32 LLPipeline::RenderFarClip; +LLVector3 LLPipeline::RenderShadowSplitExponent; +F32 LLPipeline::RenderShadowErrorCutoff; +F32 LLPipeline::RenderShadowFOVCutoff; +bool LLPipeline::CameraOffset; +F32 LLPipeline::CameraMaxCoF; +F32 LLPipeline::CameraDoFResScale; +F32 LLPipeline::RenderAutoHideSurfaceAreaLimit; +bool LLPipeline::RenderScreenSpaceReflections; +S32 LLPipeline::RenderScreenSpaceReflectionIterations; +F32 LLPipeline::RenderScreenSpaceReflectionRayStep; +F32 LLPipeline::RenderScreenSpaceReflectionDistanceBias; +F32 LLPipeline::RenderScreenSpaceReflectionDepthRejectBias; +F32 LLPipeline::RenderScreenSpaceReflectionAdaptiveStepMultiplier; +S32 LLPipeline::RenderScreenSpaceReflectionGlossySamples; +S32 LLPipeline::RenderBufferVisualization; +LLTrace::EventStatHandle LLPipeline::sStatBatchSize("renderbatchsize"); + +const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; +const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; +const F32 ALPHA_BLEND_CUTOFF = 0.598f; +const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; +const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1; + +extern S32 gBoxFrame; +//extern bool gHideSelectedObjects; +extern bool gDisplaySwapBuffers; +extern bool gDebugGL; +extern bool gCubeSnapshot; +extern bool gSnapshotNoPost; + +bool gAvatarBacklight = false; + +bool gDebugPipeline = false; +LLPipeline gPipeline; +const LLMatrix4* gGLLastMatrix = NULL; + +LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY("Render Geometry"); +LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS("Grass"); +LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE("Invisible"); +LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY("Shiny"); +LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE("Simple"); +LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN("Terrain"); +LLTrace::BlockTimerStatHandle FTM_RENDER_TREES("Trees"); +LLTrace::BlockTimerStatHandle FTM_RENDER_UI("UI"); +LLTrace::BlockTimerStatHandle FTM_RENDER_WATER("Water"); +LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY("Windlight Sky"); +LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA("Alpha Objects"); +LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS("Avatars"); +LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP("Bump"); +LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS("Render Materials"); +LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT("Fullbright"); +LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW("Glow"); +LLTrace::BlockTimerStatHandle FTM_GEO_UPDATE("Geo Update"); +LLTrace::BlockTimerStatHandle FTM_POOLRENDER("RenderPool"); +LLTrace::BlockTimerStatHandle FTM_POOLS("Pools"); +LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLRENDER("RenderPool (Deferred)"); +LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLS("Pools (Deferred)"); +LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLRENDER("RenderPool (Post)"); +LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLS("Pools (Post)"); +LLTrace::BlockTimerStatHandle FTM_STATESORT("Sort Draw State"); +LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline"); +LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy"); +LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading"); + +LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD"); +LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D"); +LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D("2D"); + +static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables"); + +static LLStaticHashedString sTint("tint"); +static LLStaticHashedString sAmbiance("ambiance"); +static LLStaticHashedString sAlphaScale("alpha_scale"); +static LLStaticHashedString sNormMat("norm_mat"); +static LLStaticHashedString sOffset("offset"); +static LLStaticHashedString sScreenRes("screenRes"); +static LLStaticHashedString sDelta("delta"); +static LLStaticHashedString sDistFactor("dist_factor"); +static LLStaticHashedString sKern("kern"); +static LLStaticHashedString sKernScale("kern_scale"); + +//---------------------------------------- + +void drawBox(const LLVector4a& c, const LLVector4a& r); +void drawBoxOutline(const LLVector3& pos, const LLVector3& size); +U32 nhpo2(U32 v); +LLVertexBuffer* ll_create_cube_vb(U32 type_mask); + +void display_update_camera(); +//---------------------------------------- + +S32 LLPipeline::sCompiles = 0; + +bool LLPipeline::sPickAvatar = true; +bool LLPipeline::sDynamicLOD = true; +bool LLPipeline::sShowHUDAttachments = true; +bool LLPipeline::sRenderMOAPBeacons = false; +bool LLPipeline::sRenderPhysicalBeacons = true; +bool LLPipeline::sRenderScriptedBeacons = false; +bool LLPipeline::sRenderScriptedTouchBeacons = true; +bool LLPipeline::sRenderParticleBeacons = false; +bool LLPipeline::sRenderSoundBeacons = false; +bool LLPipeline::sRenderBeacons = false; +bool LLPipeline::sRenderHighlight = true; +LLRender::eTexIndex LLPipeline::sRenderHighlightTextureChannel = LLRender::DIFFUSE_MAP; +bool LLPipeline::sForceOldBakedUpload = false; +S32 LLPipeline::sUseOcclusion = 0; +bool LLPipeline::sAutoMaskAlphaDeferred = true; +bool LLPipeline::sAutoMaskAlphaNonDeferred = false; +bool LLPipeline::sRenderTransparentWater = true; +bool LLPipeline::sBakeSunlight = false; +bool LLPipeline::sNoAlpha = false; +bool LLPipeline::sUseFarClip = true; +bool LLPipeline::sShadowRender = false; +bool LLPipeline::sRenderGlow = false; +bool LLPipeline::sReflectionRender = false; +bool LLPipeline::sDistortionRender = false; +bool LLPipeline::sImpostorRender = false; +bool LLPipeline::sImpostorRenderAlphaDepthPass = false; +bool LLPipeline::sUnderWaterRender = false; +bool LLPipeline::sTextureBindTest = false; +bool LLPipeline::sRenderAttachedLights = true; +bool LLPipeline::sRenderAttachedParticles = true; +bool LLPipeline::sRenderDeferred = false; +bool LLPipeline::sReflectionProbesEnabled = false; +S32 LLPipeline::sVisibleLightCount = 0; +bool LLPipeline::sRenderingHUDs; +F32 LLPipeline::sDistortionWaterClipPlaneMargin = 1.0125f; + +// EventHost API LLPipeline listener. +static LLPipelineListener sPipelineListener; + +static LLCullResult* sCull = NULL; + +void validate_framebuffer_object(); + +// Add color attachments for deferred rendering +// target -- RenderTarget to add attachments to +bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) +{ + bool valid = true + && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM + && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight + && target.addColorAttachment(GL_RGB16F); // frag_data[3] PBR emissive + return valid; +} + +LLPipeline::LLPipeline() : + mBackfaceCull(false), + mMatrixOpCount(0), + mTextureMatrixOps(0), + mNumVisibleNodes(0), + mNumVisibleFaces(0), + mPoissonOffset(0), + + mInitialized(false), + mShadersLoaded(false), + mTransformFeedbackPrimitives(0), + mRenderDebugFeatureMask(0), + mRenderDebugMask(0), + mOldRenderDebugMask(0), + mMeshDirtyQueryObject(0), + mGroupQ1Locked(false), + mResetVertexBuffers(false), + mLastRebuildPool(NULL), + mLightMask(0), + mLightMovingMask(0) +{ + mNoiseMap = 0; + mTrueNoiseMap = 0; + mLightFunc = 0; + + for(U32 i = 0; i < 8; i++) + { + mHWLightColors[i] = LLColor4::black; + } +} + +void LLPipeline::connectRefreshCachedSettingsSafe(const std::string name) +{ + LLPointer cntrl_ptr = gSavedSettings.getControl(name); + if ( cntrl_ptr.isNull() ) + { + LL_WARNS() << "Global setting name not found:" << name << LL_ENDL; + } + else + { + cntrl_ptr->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); + } +} + +void LLPipeline::init() +{ + refreshCachedSettings(); + + mRT = &mMainRT; + + gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); + gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize"); + sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); + sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); + sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); + + mInitialized = true; + + stop_glerror(); + + //create render pass pools + getPool(LLDrawPool::POOL_ALPHA_PRE_WATER); + getPool(LLDrawPool::POOL_ALPHA_POST_WATER); + getPool(LLDrawPool::POOL_SIMPLE); + getPool(LLDrawPool::POOL_ALPHA_MASK); + getPool(LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK); + getPool(LLDrawPool::POOL_GRASS); + getPool(LLDrawPool::POOL_FULLBRIGHT); + getPool(LLDrawPool::POOL_BUMP); + getPool(LLDrawPool::POOL_MATERIALS); + getPool(LLDrawPool::POOL_GLOW); + getPool(LLDrawPool::POOL_GLTF_PBR); + getPool(LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK); + + resetFrameStats(); + + if (gSavedSettings.getBOOL("DisableAllRenderFeatures")) + { + clearAllRenderDebugFeatures(); + } + else + { + setAllRenderDebugFeatures(); // By default, all debugging features on + } + clearAllRenderDebugDisplays(); // All debug displays off + + if (gSavedSettings.getBOOL("DisableAllRenderTypes")) + { + clearAllRenderTypes(); + } + else if (gNonInteractive) + { + clearAllRenderTypes(); + } + else + { + setAllRenderTypes(); // By default, all rendering types start enabled + } + + // make sure RenderPerformanceTest persists (hackity hack hack) + // disables non-object rendering (UI, sky, water, etc) + if (gSavedSettings.getBOOL("RenderPerformanceTest")) + { + gSavedSettings.setBOOL("RenderPerformanceTest", false); + gSavedSettings.setBOOL("RenderPerformanceTest", true); + } + + mOldRenderDebugMask = mRenderDebugMask; + + mBackfaceCull = true; + + // Enable features + LLViewerShaderMgr::instance()->setShaders(); + + for (U32 i = 0; i < 2; ++i) + { + mSpotLightFade[i] = 1.f; + } + + if (mCubeVB.isNull()) + { + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); + } + + mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK); + mDeferredVB->allocateBuffer(8, 0); + + { + mScreenTriangleVB = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX); + mScreenTriangleVB->allocateBuffer(3, 0); + LLStrider vert; + mScreenTriangleVB->getVertexStrider(vert); + + vert[0].set(-1, 1, 0); + vert[1].set(-1, -3, 0); + vert[2].set(3, 1, 0); + + mScreenTriangleVB->unmapBuffer(); + } + + // + // Update all settings to trigger a cached settings refresh + // + connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaDeferred"); + connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaNonDeferred"); + connectRefreshCachedSettingsSafe("RenderUseFarClip"); + connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors"); + connectRefreshCachedSettingsSafe("UseOcclusion"); + // DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); + // DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred"); + connectRefreshCachedSettingsSafe("RenderDeferredSunWash"); + connectRefreshCachedSettingsSafe("RenderFSAASamples"); + connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); + connectRefreshCachedSettingsSafe("RenderUIBuffer"); + connectRefreshCachedSettingsSafe("RenderShadowDetail"); + connectRefreshCachedSettingsSafe("RenderShadowSplits"); + connectRefreshCachedSettingsSafe("RenderDeferredSSAO"); + connectRefreshCachedSettingsSafe("RenderShadowResolutionScale"); + connectRefreshCachedSettingsSafe("RenderDelayCreation"); + connectRefreshCachedSettingsSafe("RenderAnimateRes"); + connectRefreshCachedSettingsSafe("FreezeTime"); + connectRefreshCachedSettingsSafe("DebugBeaconLineWidth"); + connectRefreshCachedSettingsSafe("RenderHighlightBrightness"); + connectRefreshCachedSettingsSafe("RenderHighlightColor"); + connectRefreshCachedSettingsSafe("RenderHighlightThickness"); + connectRefreshCachedSettingsSafe("RenderSpotLightsInNondeferred"); + connectRefreshCachedSettingsSafe("PreviewAmbientColor"); + connectRefreshCachedSettingsSafe("PreviewDiffuse0"); + connectRefreshCachedSettingsSafe("PreviewSpecular0"); + connectRefreshCachedSettingsSafe("PreviewDiffuse1"); + connectRefreshCachedSettingsSafe("PreviewSpecular1"); + connectRefreshCachedSettingsSafe("PreviewDiffuse2"); + connectRefreshCachedSettingsSafe("PreviewSpecular2"); + connectRefreshCachedSettingsSafe("PreviewDirection0"); + connectRefreshCachedSettingsSafe("PreviewDirection1"); + connectRefreshCachedSettingsSafe("PreviewDirection2"); + connectRefreshCachedSettingsSafe("RenderGlowMaxExtractAlpha"); + connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount"); + connectRefreshCachedSettingsSafe("RenderGlowLumWeights"); + connectRefreshCachedSettingsSafe("RenderGlowWarmthWeights"); + connectRefreshCachedSettingsSafe("RenderGlowResolutionPow"); + connectRefreshCachedSettingsSafe("RenderGlowIterations"); + connectRefreshCachedSettingsSafe("RenderGlowWidth"); + connectRefreshCachedSettingsSafe("RenderGlowStrength"); + connectRefreshCachedSettingsSafe("RenderGlowNoise"); + connectRefreshCachedSettingsSafe("RenderDepthOfField"); + connectRefreshCachedSettingsSafe("RenderDepthOfFieldInEditMode"); + connectRefreshCachedSettingsSafe("CameraFocusTransitionTime"); + connectRefreshCachedSettingsSafe("CameraFNumber"); + connectRefreshCachedSettingsSafe("CameraFocalLength"); + connectRefreshCachedSettingsSafe("CameraFieldOfView"); + connectRefreshCachedSettingsSafe("RenderShadowNoise"); + connectRefreshCachedSettingsSafe("RenderShadowBlurSize"); + connectRefreshCachedSettingsSafe("RenderSSAOScale"); + connectRefreshCachedSettingsSafe("RenderSSAOMaxScale"); + connectRefreshCachedSettingsSafe("RenderSSAOFactor"); + connectRefreshCachedSettingsSafe("RenderSSAOEffect"); + connectRefreshCachedSettingsSafe("RenderShadowOffsetError"); + connectRefreshCachedSettingsSafe("RenderShadowBiasError"); + connectRefreshCachedSettingsSafe("RenderShadowOffset"); + connectRefreshCachedSettingsSafe("RenderShadowBias"); + connectRefreshCachedSettingsSafe("RenderSpotShadowOffset"); + connectRefreshCachedSettingsSafe("RenderSpotShadowBias"); + connectRefreshCachedSettingsSafe("RenderEdgeDepthCutoff"); + connectRefreshCachedSettingsSafe("RenderEdgeNormCutoff"); + connectRefreshCachedSettingsSafe("RenderShadowGaussian"); + connectRefreshCachedSettingsSafe("RenderShadowBlurDistFactor"); + connectRefreshCachedSettingsSafe("RenderDeferredAtmospheric"); + connectRefreshCachedSettingsSafe("RenderHighlightFadeTime"); + connectRefreshCachedSettingsSafe("RenderFarClip"); + connectRefreshCachedSettingsSafe("RenderShadowSplitExponent"); + connectRefreshCachedSettingsSafe("RenderShadowErrorCutoff"); + connectRefreshCachedSettingsSafe("RenderShadowFOVCutoff"); + connectRefreshCachedSettingsSafe("CameraOffset"); + connectRefreshCachedSettingsSafe("CameraMaxCoF"); + connectRefreshCachedSettingsSafe("CameraDoFResScale"); + connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflections"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionIterations"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionRayStep"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDistanceBias"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDepthRejectBias"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionGlossySamples"); + connectRefreshCachedSettingsSafe("RenderBufferVisualization"); + gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); +} + +LLPipeline::~LLPipeline() +{ +} + +void LLPipeline::cleanup() +{ + assertInitialized(); + + mGroupQ1.clear() ; + + for(pool_set_t::iterator iter = mPools.begin(); + iter != mPools.end(); ) + { + pool_set_t::iterator curiter = iter++; + LLDrawPool* poolp = *curiter; + if (poolp->isFacePool()) + { + LLFacePool* face_pool = (LLFacePool*) poolp; + if (face_pool->mReferences.empty()) + { + mPools.erase(curiter); + removeFromQuickLookup( poolp ); + delete poolp; + } + } + else + { + mPools.erase(curiter); + removeFromQuickLookup( poolp ); + delete poolp; + } + } + + if (!mTerrainPools.empty()) + { + LL_WARNS() << "Terrain Pools not cleaned up" << LL_ENDL; + } + if (!mTreePools.empty()) + { + LL_WARNS() << "Tree Pools not cleaned up" << LL_ENDL; + } + + delete mAlphaPoolPreWater; + mAlphaPoolPreWater = nullptr; + delete mAlphaPoolPostWater; + mAlphaPoolPostWater = nullptr; + delete mSkyPool; + mSkyPool = NULL; + delete mTerrainPool; + mTerrainPool = NULL; + delete mWaterPool; + mWaterPool = NULL; + delete mSimplePool; + mSimplePool = NULL; + delete mFullbrightPool; + mFullbrightPool = NULL; + delete mGlowPool; + mGlowPool = NULL; + delete mBumpPool; + mBumpPool = NULL; + // don't delete wl sky pool it was handled above in the for loop + //delete mWLSkyPool; + mWLSkyPool = NULL; + + releaseGLBuffers(); + + mFaceSelectImagep = NULL; + + mMovedList.clear(); + mMovedBridge.clear(); + mShiftList.clear(); + + mInitialized = false; + + mDeferredVB = NULL; + mScreenTriangleVB = nullptr; + + mCubeVB = NULL; + + mReflectionMapManager.cleanup(); +} + +//============================================================================ + +void LLPipeline::destroyGL() +{ + stop_glerror(); + unloadShaders(); + mHighlightFaces.clear(); + + resetDrawOrders(); + + releaseGLBuffers(); + + if (mMeshDirtyQueryObject) + { + glDeleteQueries(1, &mMeshDirtyQueryObject); + mMeshDirtyQueryObject = 0; + } +} + +void LLPipeline::requestResizeScreenTexture() +{ + gResizeScreenTexture = true; +} + +void LLPipeline::requestResizeShadowTexture() +{ + gResizeShadowTexture = true; +} + +void LLPipeline::resizeShadowTexture() +{ + releaseSunShadowTargets(); + releaseSpotShadowTargets(); + allocateShadowBuffer(mRT->width, mRT->height); + gResizeShadowTexture = false; +} + +void LLPipeline::resizeScreenTexture() +{ + if (gPipeline.shadersLoaded()) + { + GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + + if (gResizeScreenTexture || (resX != mRT->screen.getWidth()) || (resY != mRT->screen.getHeight())) + { + releaseScreenBuffers(); + releaseSunShadowTargets(); + releaseSpotShadowTargets(); + allocateScreenBuffer(resX,resY); + gResizeScreenTexture = false; + } + } +} + +bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + eFBOStatus ret = doAllocateScreenBuffer(resX, resY); + + return ret == FBO_SUCCESS_FULLRES; +} + + +LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + // try to allocate screen buffers at requested resolution and samples + // - on failure, shrink number of samples and try again + // - if not multisampled, shrink resolution and try again (favor X resolution over Y) + // Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state + + // refresh cached settings here to protect against inconsistent event handling order + refreshCachedSettings(); + + U32 samples = RenderFSAASamples; + + eFBOStatus ret = FBO_SUCCESS_FULLRES; + if (!allocateScreenBuffer(resX, resY, samples)) + { + //failed to allocate at requested specification, return false + ret = FBO_FAILURE; + + releaseScreenBuffers(); + //reduce number of samples + while (samples > 0) + { + samples /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { //success + return FBO_SUCCESS_LOWRES; + } + releaseScreenBuffers(); + } + + samples = 0; + + //reduce resolution + while (resY > 0 && resX > 0) + { + resY /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { + return FBO_SUCCESS_LOWRES; + } + releaseScreenBuffers(); + + resX /= 2; + if (allocateScreenBuffer(resX, resY, samples)) + { + return FBO_SUCCESS_LOWRES; + } + releaseScreenBuffers(); + } + + LL_WARNS() << "Unable to allocate screen buffer at any resolution!" << LL_ENDL; + } + + return ret; +} + +bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + if (mRT == &mMainRT && sReflectionProbesEnabled) + { // hacky -- allocate auxillary buffer + gCubeSnapshot = true; + mReflectionMapManager.initReflectionMaps(); + mRT = &mAuxillaryRT; + U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled + allocateScreenBuffer(res, res, samples); + mRT = &mMainRT; + gCubeSnapshot = false; + } + + // remember these dimensions + mRT->width = resX; + mRT->height = resY; + + U32 res_mod = RenderResolutionDivisor; + + if (res_mod > 1 && res_mod < resX && res_mod < resY) + { + resX /= res_mod; + resY /= res_mod; + } + + //water reflection texture (always needed as scratch space whether or not transparent water is enabled) + mWaterDis.allocate(resX, resY, GL_RGBA16F, true); + + if (RenderUIBuffer) + { + if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA)) + { + return false; + } + } + + S32 shadow_detail = RenderShadowDetail; + bool ssao = RenderDeferredSSAO; + + //allocate deferred rendering color buffers + if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false; + if (!addDeferredAttachments(mRT->deferredScreen)) return false; + + GLuint screenFormat = GL_RGBA16F; + + if (!mRT->screen.allocate(resX, resY, screenFormat)) return false; + + mRT->deferredScreen.shareDepthBuffer(mRT->screen); + + if (samples > 0) + { + if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA)) return false; + } + else + { + mRT->fxaaBuffer.release(); + } + + if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) + { //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa + if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false; + } + else + { + mRT->deferredLight.release(); + } + + allocateShadowBuffer(resX, resY); + + if (!gCubeSnapshot && RenderScreenSpaceReflections) // hack to not allocate mSceneMap for cube snapshots + { + mSceneMap.allocate(resX, resY, GL_RGB, true); + } + + const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR"); + const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA; + mPostMap.allocate(resX, resY, post_color_fmt); + + //HACK make screenbuffer allocations start failing after 30 seconds + if (gSavedSettings.getBOOL("SimulateFBOFailure")) + { + return false; + } + + gGL.getTexUnit(0)->disable(); + + stop_glerror(); + + return true; +} + +// must be even to avoid a stripe in the horizontal shadow blur +inline U32 BlurHappySize(U32 x, F32 scale) { return U32( x * scale + 16.0f) & ~0xF; } + +bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + S32 shadow_detail = RenderShadowDetail; + + F32 scale = llmax(0.f, RenderShadowResolutionScale); + U32 sun_shadow_map_width = BlurHappySize(resX, scale); + U32 sun_shadow_map_height = BlurHappySize(resY, scale); + + if (shadow_detail > 0) + { //allocate 4 sun shadow maps + for (U32 i = 0; i < 4; i++) + { + if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true)) + { + return false; + } + } + } + else + { + for (U32 i = 0; i < 4; i++) + { + releaseSunShadowTarget(i); + } + } + + if (!gCubeSnapshot) // hack to not allocate spot shadow maps during ReflectionMapManager init + { + U32 width = (U32)(resX * scale); + U32 height = width; + + if (shadow_detail > 1) + { //allocate two spot shadow maps + U32 spot_shadow_map_width = width; + U32 spot_shadow_map_height = height; + for (U32 i = 0; i < 2; i++) + { + if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, true)) + { + return false; + } + } + } + else + { + releaseSpotShadowTargets(); + } + } + + + // set up shadow map filtering and compare modes + if (shadow_detail > 0) + { + for (U32 i = 0; i < 4; i++) + { + LLRenderTarget* shadow_target = getSunShadowTarget(i); + if (shadow_target) + { + gGL.getTexUnit(0)->bind(getSunShadowTarget(i), true); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + } + } + } + + if (shadow_detail > 1 && !gCubeSnapshot) + { + for (U32 i = 0; i < 2; i++) + { + LLRenderTarget* shadow_target = getSpotShadowTarget(i); + if (shadow_target) + { + gGL.getTexUnit(0)->bind(shadow_target, true); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + } + } + } + + return true; +} + +//static +void LLPipeline::updateRenderTransparentWater() +{ + sRenderTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater"); +} + +// static +void LLPipeline::refreshCachedSettings() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred"); + LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred"); + LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip"); + LLVOAvatar::sMaxNonImpostors = gSavedSettings.getU32("RenderAvatarMaxNonImpostors"); + LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); + + LLPipeline::sUseOcclusion = + (!gUseWireframe + && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") + && gSavedSettings.getBOOL("UseOcclusion")) ? 2 : 0; + + WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); + RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); + RenderFSAASamples = LLFeatureManager::getInstance()->isFeatureAvailable("RenderFSAASamples") ? gSavedSettings.getU32("RenderFSAASamples") : 0; + RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); + RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); + RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); + RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits"); + RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); + RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); + RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation"); + RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes"); + FreezeTime = gSavedSettings.getBOOL("FreezeTime"); + DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth"); + RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness"); + RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor"); + RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness"); + RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"); + PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor"); + PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0"); + PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0"); + PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1"); + PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1"); + PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2"); + PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2"); + PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0"); + PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1"); + PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2"); + RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha"); + RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount"); + RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights"); + RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights"); + RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow"); + RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations"); + RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth"); + RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength"); + RenderGlowNoise = gSavedSettings.getBOOL("RenderGlowNoise"); + RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField"); + RenderDepthOfFieldInEditMode = gSavedSettings.getBOOL("RenderDepthOfFieldInEditMode"); + CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime"); + CameraFNumber = gSavedSettings.getF32("CameraFNumber"); + CameraFocalLength = gSavedSettings.getF32("CameraFocalLength"); + CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView"); + RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise"); + RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize"); + RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale"); + RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale"); + RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor"); + RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect"); + RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError"); + RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError"); + RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset"); + RenderShadowBias = gSavedSettings.getF32("RenderShadowBias"); + RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset"); + RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias"); + RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff"); + RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff"); + RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian"); + RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor"); + RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric"); + RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime"); + RenderFarClip = gSavedSettings.getF32("RenderFarClip"); + RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent"); + RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff"); + RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff"); + CameraOffset = gSavedSettings.getBOOL("CameraOffset"); + CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF"); + CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale"); + RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit"); + RenderScreenSpaceReflections = gSavedSettings.getBOOL("RenderScreenSpaceReflections"); + RenderScreenSpaceReflectionIterations = gSavedSettings.getS32("RenderScreenSpaceReflectionIterations"); + RenderScreenSpaceReflectionRayStep = gSavedSettings.getF32("RenderScreenSpaceReflectionRayStep"); + RenderScreenSpaceReflectionDistanceBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDistanceBias"); + RenderScreenSpaceReflectionDepthRejectBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDepthRejectBias"); + RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); + RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples"); + RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization"); + sReflectionProbesEnabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderReflectionsEnabled") && gSavedSettings.getBOOL("RenderReflectionsEnabled"); + RenderSpotLight = nullptr; + + if (gNonInteractive) + { + LLVOAvatar::sMaxNonImpostors = 1; + LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); + } +} + +void LLPipeline::releaseGLBuffers() +{ + assertInitialized(); + + if (mNoiseMap) + { + LLImageGL::deleteTextures(1, &mNoiseMap); + mNoiseMap = 0; + } + + if (mTrueNoiseMap) + { + LLImageGL::deleteTextures(1, &mTrueNoiseMap); + mTrueNoiseMap = 0; + } + + releaseLUTBuffers(); + + mWaterDis.release(); + mBake.release(); + + mSceneMap.release(); + + mPostMap.release(); + + for (U32 i = 0; i < 3; i++) + { + mGlow[i].release(); + } + + releaseScreenBuffers(); + + gBumpImageList.destroyGL(); + LLVOAvatar::resetImpostors(); +} + +void LLPipeline::releaseLUTBuffers() +{ + if (mLightFunc) + { + LLImageGL::deleteTextures(1, &mLightFunc); + mLightFunc = 0; + } + + mPbrBrdfLut.release(); + + mExposureMap.release(); + mLuminanceMap.release(); + mLastExposure.release(); + +} + +void LLPipeline::releaseShadowBuffers() +{ + releaseSunShadowTargets(); + releaseSpotShadowTargets(); +} + +void LLPipeline::releaseScreenBuffers() +{ + mRT->uiScreen.release(); + mRT->screen.release(); + mRT->fxaaBuffer.release(); + mRT->deferredScreen.release(); + mRT->deferredLight.release(); +} + +void LLPipeline::releaseSunShadowTarget(U32 index) +{ + llassert(index < 4); + mRT->shadow[index].release(); +} + +void LLPipeline::releaseSunShadowTargets() +{ + for (U32 i = 0; i < 4; i++) + { + releaseSunShadowTarget(i); + } +} + +void LLPipeline::releaseSpotShadowTargets() +{ + if (!gCubeSnapshot) // hack to avoid freeing spot shadows during ReflectionMapManager init + { + for (U32 i = 0; i < 2; i++) + { + mSpotShadow[i].release(); + } + } +} + +void LLPipeline::createGLBuffers() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + stop_glerror(); + assertInitialized(); + + // Use FBO for bake tex + mBake.allocate(512, 512, GL_RGBA, true); // SL-12781 Build > Upload > Model; 3D Preview + + stop_glerror(); + + GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + + // allocate screen space glow buffers + const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); + const bool glow_hdr = gSavedSettings.getBOOL("RenderGlowHDR"); + const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA; + for (U32 i = 0; i < 3; i++) + { + mGlow[i].allocate(512, glow_res, glow_color_fmt); + } + + allocateScreenBuffer(resX, resY); + mRT->width = 0; + mRT->height = 0; + + + if (!mNoiseMap) + { + const U32 noiseRes = 128; + LLVector3 noise[noiseRes*noiseRes]; + + F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f; + for (U32 i = 0; i < noiseRes*noiseRes; ++i) + { + noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f); + noise[i].normVec(); + noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f; + } + + LLImageGL::generateTextures(1, &mNoiseMap); + + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + if (!mTrueNoiseMap) + { + const U32 noiseRes = 128; + F32 noise[noiseRes*noiseRes*3]; + for (U32 i = 0; i < noiseRes*noiseRes*3; i++) + { + noise[i] = ll_frand()*2.0-1.0; + } + + LLImageGL::generateTextures(1, &mTrueNoiseMap); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + createLUTBuffers(); + + gBumpImageList.restoreGL(); +} + +F32 lerpf(F32 a, F32 b, F32 w) +{ + return a + w * (b - a); +} + +void LLPipeline::createLUTBuffers() +{ + if (!mLightFunc) + { + U32 lightResX = gSavedSettings.getU32("RenderSpecularResX"); + U32 lightResY = gSavedSettings.getU32("RenderSpecularResY"); + F32* ls = new F32[lightResX*lightResY]; + F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); + // Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks) + for (U32 y = 0; y < lightResY; ++y) + { + for (U32 x = 0; x < lightResX; ++x) + { + ls[y*lightResX+x] = 0; + F32 sa = (F32) x/(lightResX-1); + F32 spec = (F32) y/(lightResY-1); + F32 n = spec * spec * specExp; + + // Nothing special here. Just your typical blinn-phong term. + spec = powf(sa, n); + + // Apply our normalization function. + // Note: This is the full equation that applies the full normalization curve, not an approximation. + // This is fine, given we only need to create our LUT once per buffer initialization. + spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n))); + + // Since we use R16F, we no longer have a dynamic range issue we need to work around here. + // Though some older drivers may not like this, newer drivers shouldn't have this problem. + ls[y*lightResX+x] = spec; + } + } + + U32 pix_format = GL_R16F; +#if LL_DARWIN + // Need to work around limited precision with 10.6.8 and older drivers + // + pix_format = GL_R32F; +#endif + LLImageGL::generateTextures(1, &mLightFunc); + gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); + LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + + delete [] ls; + } + + mPbrBrdfLut.allocate(512, 512, GL_RG16F); + mPbrBrdfLut.bindTarget(); + gDeferredGenBrdfLutProgram.bind(); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1, -1); + gGL.vertex2f(-1, 1); + gGL.vertex2f(1, -1); + gGL.vertex2f(1, 1); + gGL.end(); + gGL.flush(); + + gDeferredGenBrdfLutProgram.unbind(); + mPbrBrdfLut.flush(); + + mExposureMap.allocate(1, 1, GL_R16F); + mExposureMap.bindTarget(); + glClearColor(1, 1, 1, 0); + mExposureMap.clear(); + glClearColor(0, 0, 0, 0); + mExposureMap.flush(); + + mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_AUTO); + + mLastExposure.allocate(1, 1, GL_R16F); +} + + +void LLPipeline::restoreGL() +{ + assertInitialized(); + + LLViewerShaderMgr::instance()->setShaders(); + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + part->restoreGL(); + } + } + } +} + +bool LLPipeline::shadersLoaded() +{ + return (assertInitialized() && mShadersLoaded); +} + +bool LLPipeline::canUseWindLightShaders() const +{ + return true; +} + +bool LLPipeline::canUseAntiAliasing() const +{ + return true; +} + +void LLPipeline::unloadShaders() +{ + LLViewerShaderMgr::instance()->unloadShaders(); + mShadersLoaded = false; +} + +void LLPipeline::assertInitializedDoError() +{ + LL_ERRS() << "LLPipeline used when uninitialized." << LL_ENDL; +} + +//============================================================================ + +void LLPipeline::enableShadows(const bool enable_shadows) +{ + //should probably do something here to wrangle shadows.... +} + +class LLOctreeDirtyTexture : public OctreeTraveler +{ +public: + const std::set& mTextures; + + LLOctreeDirtyTexture(const std::set& textures) : mTextures(textures) { } + + virtual void visit(const OctreeNode* node) + { + LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0); + + if (!group->hasState(LLSpatialGroup::GEOM_DIRTY) && !group->isEmpty()) + { + for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i) + { + for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j) + { + LLDrawInfo* params = *j; + LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture); + if (tex && mTextures.find(tex) != mTextures.end()) + { + group->setState(LLSpatialGroup::GEOM_DIRTY); + } + } + } + } + + for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i) + { + LLSpatialBridge* bridge = *i; + traverse(bridge->mOctree); + } + } +}; + +// Called when a texture changes # of channels (causes faces to move to alpha pool) +void LLPipeline::dirtyPoolObjectTextures(const std::set& textures) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + assertInitialized(); + + // *TODO: This is inefficient and causes frame spikes; need a better way to do this + // Most of the time is spent in dirty.traverse. + + for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) + { + LLDrawPool *poolp = *iter; + if (poolp->isFacePool()) + { + ((LLFacePool*) poolp)->dirtyTextures(textures); + } + } + + LLOctreeDirtyTexture dirty(textures); + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + dirty.traverse(part->mOctree); + } + } + } +} + +LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0) +{ + assertInitialized(); + + LLDrawPool *poolp = NULL; + switch( type ) + { + case LLDrawPool::POOL_SIMPLE: + poolp = mSimplePool; + break; + + case LLDrawPool::POOL_GRASS: + poolp = mGrassPool; + break; + + case LLDrawPool::POOL_ALPHA_MASK: + poolp = mAlphaMaskPool; + break; + + case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK: + poolp = mFullbrightAlphaMaskPool; + break; + + case LLDrawPool::POOL_FULLBRIGHT: + poolp = mFullbrightPool; + break; + + case LLDrawPool::POOL_GLOW: + poolp = mGlowPool; + break; + + case LLDrawPool::POOL_TREE: + poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 ); + break; + + case LLDrawPool::POOL_TERRAIN: + poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 ); + break; + + case LLDrawPool::POOL_BUMP: + poolp = mBumpPool; + break; + case LLDrawPool::POOL_MATERIALS: + poolp = mMaterialsPool; + break; + case LLDrawPool::POOL_ALPHA_PRE_WATER: + poolp = mAlphaPoolPreWater; + break; + case LLDrawPool::POOL_ALPHA_POST_WATER: + poolp = mAlphaPoolPostWater; + break; + + case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: + break; // Do nothing + + case LLDrawPool::POOL_SKY: + poolp = mSkyPool; + break; + + case LLDrawPool::POOL_WATER: + poolp = mWaterPool; + break; + + case LLDrawPool::POOL_WL_SKY: + poolp = mWLSkyPool; + break; + + case LLDrawPool::POOL_GLTF_PBR: + poolp = mPBROpaquePool; + break; + case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: + poolp = mPBRAlphaMaskPool; + break; + + default: + llassert(0); + LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL; + break; + } + + return poolp; +} + + +LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerTexture *tex0) +{ + LLDrawPool *poolp = findPool(type, tex0); + if (poolp) + { + return poolp; + } + + LLDrawPool *new_poolp = LLDrawPool::createPool(type, tex0); + addPool( new_poolp ); + + return new_poolp; +} + + +// static +LLDrawPool* LLPipeline::getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* imagep) +{ + U32 type = getPoolTypeFromTE(te, imagep); + return gPipeline.getPool(type, imagep); +} + +//static +U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep) +{ + if (!te || !imagep) + { + return 0; + } + + LLMaterial* mat = te->getMaterialParams().get(); + LLGLTFMaterial* gltf_mat = te->getGLTFRenderMaterial(); + + bool color_alpha = te->getColor().mV[3] < 0.999f; + bool alpha = color_alpha; + if (imagep) + { + alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2); + } + + if (alpha && mat) + { + switch (mat->getDiffuseAlphaMode()) + { + case 1: + alpha = true; // Material's alpha mode is set to blend. Toss it into the alpha draw pool. + break; + case 0: //alpha mode set to none, never go to alpha pool + case 3: //alpha mode set to emissive, never go to alpha pool + alpha = color_alpha; + break; + default: //alpha mode set to "mask", go to alpha pool if fullbright + alpha = color_alpha; // Material's alpha mode is set to none, mask, or emissive. Toss it into the opaque material draw pool. + break; + } + } + + if (alpha || (gltf_mat && gltf_mat->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND)) + { + return LLDrawPool::POOL_ALPHA; + } + else if ((te->getBumpmap() || te->getShiny()) && (!mat || mat->getNormalID().isNull())) + { + return LLDrawPool::POOL_BUMP; + } + else if (gltf_mat) + { + return LLDrawPool::POOL_GLTF_PBR; + } + else if (mat && !alpha) + { + return LLDrawPool::POOL_MATERIALS; + } + else + { + return LLDrawPool::POOL_SIMPLE; + } +} + + +void LLPipeline::addPool(LLDrawPool *new_poolp) +{ + assertInitialized(); + mPools.insert(new_poolp); + addToQuickLookup( new_poolp ); +} + +void LLPipeline::allocDrawable(LLViewerObject *vobj) +{ + LLDrawable *drawable = new LLDrawable(vobj); + vobj->mDrawable = drawable; + + //encompass completely sheared objects by taking + //the most extreme point possible (<1,1,0.5>) + drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length()); + if (vobj->isOrphaned()) + { + drawable->setState(LLDrawable::FORCE_INVISIBLE); + } + drawable->updateXform(true); +} + + +void LLPipeline::unlinkDrawable(LLDrawable *drawable) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + assertInitialized(); + + LLPointer drawablep = drawable; // make sure this doesn't get deleted before we are done + + // Based on flags, remove the drawable from the queues that it's on. + if (drawablep->isState(LLDrawable::ON_MOVE_LIST)) + { + LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep); + if (iter != mMovedList.end()) + { + mMovedList.erase(iter); + } + } + + if (drawablep->getSpatialGroup()) + { + if (!drawablep->getSpatialGroup()->getSpatialPartition()->remove(drawablep, drawablep->getSpatialGroup())) + { +#ifdef LL_RELEASE_FOR_DOWNLOAD + LL_WARNS() << "Couldn't remove object from spatial group!" << LL_ENDL; +#else + LL_ERRS() << "Couldn't remove object from spatial group!" << LL_ENDL; +#endif + } + } + + mLights.erase(drawablep); + + for (light_set_t::iterator iter = mNearbyLights.begin(); + iter != mNearbyLights.end(); iter++) + { + if (iter->drawable == drawablep) + { + mNearbyLights.erase(iter); + break; + } + } + + for (U32 i = 0; i < 2; ++i) + { + if (mShadowSpotLight[i] == drawablep) + { + mShadowSpotLight[i] = NULL; + } + + if (mTargetShadowSpotLight[i] == drawablep) + { + mTargetShadowSpotLight[i] = NULL; + } + } +} + +//static +void LLPipeline::removeMutedAVsLights(LLVOAvatar* muted_avatar) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + light_set_t::iterator iter = gPipeline.mNearbyLights.begin(); + while (iter != gPipeline.mNearbyLights.end()) + { + const LLViewerObject* vobj = iter->drawable->getVObj(); + if (vobj + && vobj->getAvatar() + && vobj->isAttachment() + && vobj->getAvatar() == muted_avatar) + { + gPipeline.mLights.erase(iter->drawable); + iter = gPipeline.mNearbyLights.erase(iter); + } + else + { + iter++; + } + } +} + +U32 LLPipeline::addObject(LLViewerObject *vobj) +{ + if (RenderDelayCreation) + { + mCreateQ.push_back(vobj); + } + else + { + createObject(vobj); + } + + return 1; +} + +void LLPipeline::createObjects(F32 max_dtime) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + LLTimer update_timer; + + while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime) + { + LLViewerObject* vobj = mCreateQ.front(); + if (!vobj->isDead()) + { + createObject(vobj); + } + mCreateQ.pop_front(); + } + + //for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter) + //{ + // createObject(*iter); + //} + + //mCreateQ.clear(); +} + +void LLPipeline::createObject(LLViewerObject* vobj) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LLDrawable* drawablep = vobj->mDrawable; + + if (!drawablep) + { + drawablep = vobj->createDrawable(this); + } + else + { + LL_ERRS() << "Redundant drawable creation!" << LL_ENDL; + } + + llassert(drawablep); + + if (vobj->getParent()) + { + vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1 + } + else + { + vobj->setDrawableParent(NULL); // LLPipeline::addObject 2 + } + + markRebuild(drawablep, LLDrawable::REBUILD_ALL); + + if (drawablep->getVOVolume() && RenderAnimateRes) + { + // fun animated res + drawablep->updateXform(true); + drawablep->clearState(LLDrawable::MOVE_UNDAMPED); + drawablep->setScale(LLVector3(0,0,0)); + drawablep->makeActive(); + } +} + + +void LLPipeline::resetFrameStats() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + assertInitialized(); + + sCompiles = 0; + mNumVisibleFaces = 0; + + if (mOldRenderDebugMask != mRenderDebugMask) + { + gObjectList.clearDebugText(); + mOldRenderDebugMask = mRenderDebugMask; + } +} + +//external functions for asynchronous updating +void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) +{ + LL_PROFILE_ZONE_SCOPED; + if (FreezeTime) + { + return; + } + if (!drawablep) + { + LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL; + return; + } + if (drawablep->isState(LLDrawable::EARLY_MOVE)) + { + return; + } + + assertInitialized(); + + // update drawable now + drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED + drawablep->updateMove(); // returns done + drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame + // Put on move list so that EARLY_MOVE gets cleared + if (!drawablep->isState(LLDrawable::ON_MOVE_LIST)) + { + mMovedList.push_back(drawablep); + drawablep->setState(LLDrawable::ON_MOVE_LIST); + } +} + +void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep) +{ + LL_PROFILE_ZONE_SCOPED; + if (FreezeTime) + { + return; + } + if (!drawablep) + { + LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL; + return; + } + if (drawablep->isState(LLDrawable::EARLY_MOVE)) + { + return; + } + + assertInitialized(); + + // update drawable now + drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED + drawablep->updateMove(); + drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame + // Put on move list so that EARLY_MOVE gets cleared + if (!drawablep->isState(LLDrawable::ON_MOVE_LIST)) + { + mMovedList.push_back(drawablep); + drawablep->setState(LLDrawable::ON_MOVE_LIST); + } +} + +void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list) +{ + LL_PROFILE_ZONE_SCOPED; + for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin(); + iter != moved_list.end(); ) + { + LLDrawable::drawable_vector_t::iterator curiter = iter++; + LLDrawable *drawablep = *curiter; + bool done = true; + if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE))) + { + done = drawablep->updateMove(); + } + drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED); + if (done) + { + if (drawablep->isRoot() && !drawablep->isState(LLDrawable::ACTIVE)) + { + drawablep->makeStatic(); + } + drawablep->clearState(LLDrawable::ON_MOVE_LIST); + if (drawablep->isState(LLDrawable::ANIMATED_CHILD)) + { //will likely not receive any future world matrix updates + // -- this keeps attachments from getting stuck in space and falling off your avatar + drawablep->clearState(LLDrawable::ANIMATED_CHILD); + markRebuild(drawablep, LLDrawable::REBUILD_VOLUME); + if (drawablep->getVObj()) + { + drawablep->getVObj()->dirtySpatialGroup(); + } + } + iter = moved_list.erase(curiter); + } + } +} + +void LLPipeline::updateMove() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + if (FreezeTime) + { + return; + } + + assertInitialized(); + + for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin(); + iter != mRetexturedList.end(); ++iter) + { + LLDrawable* drawablep = *iter; + if (drawablep && !drawablep->isDead()) + { + drawablep->updateTexture(); + } + } + mRetexturedList.clear(); + + updateMovedList(mMovedList); + + //balance octrees + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + part->mOctree->balance(); + } + } + + //balance the VO Cache tree + LLVOCachePartition* vo_part = region->getVOCachePartition(); + if(vo_part) + { + vo_part->mOctree->balance(); + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// Culling and occlusion testing +///////////////////////////////////////////////////////////////////////////// + +//static +F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera) +{ + llassert(!gCubeSnapshot); // shouldn't be doing ANY of this during cube snap shots + LLVector3 lookAt = center - camera.getOrigin(); + F32 dist = lookAt.length(); + + //ramp down distance for nearby objects + //shrink dist by dist/16. + if (dist < 16.f) + { + dist /= 16.f; + dist *= dist; + dist *= 16.f; + } + + //get area of circle around node + F32 app_angle = atanf(size.length()/dist); + F32 radius = app_angle*LLDrawable::sCurPixelAngle; + return radius*radius * F_PI; +} + +//static +F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera) +{ + LLVector4a origin; + origin.load3(camera.getOrigin().mV); + + LLVector4a lookAt; + lookAt.setSub(center, origin); + F32 dist = lookAt.getLength3().getF32(); + + //ramp down distance for nearby objects + //shrink dist by dist/16. + if (dist < 16.f) + { + dist /= 16.f; + dist *= dist; + dist *= 16.f; + } + + //get area of circle around node + F32 app_angle = atanf(size.getLength3().getF32()/dist); + F32 radius = app_angle*LLDrawable::sCurPixelAngle; + return radius*radius * F_PI; +} + +void LLPipeline::grabReferences(LLCullResult& result) +{ + sCull = &result; +} + +void LLPipeline::clearReferences() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + sCull = NULL; + mGroupSaveQ1.clear(); +} + +void check_references(LLSpatialGroup* group, LLDrawable* drawable) +{ + for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) + { + LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); + if (drawable == drawablep) + { + LL_ERRS() << "LLDrawable deleted while actively reference by LLPipeline." << LL_ENDL; + } + } +} + +void check_references(LLDrawable* drawable, LLFace* face) +{ + for (S32 i = 0; i < drawable->getNumFaces(); ++i) + { + if (drawable->getFace(i) == face) + { + LL_ERRS() << "LLFace deleted while actively referenced by LLPipeline." << LL_ENDL; + } + } +} + +void check_references(LLSpatialGroup* group, LLFace* face) +{ + for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) + { + LLDrawable* drawable = (LLDrawable*)(*i)->getDrawable(); + if(drawable) + { + check_references(drawable, face); + } +} +} + +void LLPipeline::checkReferences(LLFace* face) +{ +#if 0 + if (sCull) + { + for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + check_references(group, face); + } + + for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + check_references(group, face); + } + + for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + check_references(group, face); + } + + for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter) + { + LLDrawable* drawable = *iter; + check_references(drawable, face); + } + } +#endif +} + +void LLPipeline::checkReferences(LLDrawable* drawable) +{ +#if 0 + if (sCull) + { + for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + check_references(group, drawable); + } + + for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + check_references(group, drawable); + } + + for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + check_references(group, drawable); + } + + for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter) + { + if (drawable == *iter) + { + LL_ERRS() << "LLDrawable deleted while actively referenced by LLPipeline." << LL_ENDL; + } + } + } +#endif +} + +void check_references(LLSpatialGroup* group, LLDrawInfo* draw_info) +{ + for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i) + { + LLSpatialGroup::drawmap_elem_t& draw_vec = i->second; + for (LLSpatialGroup::drawmap_elem_t::iterator j = draw_vec.begin(); j != draw_vec.end(); ++j) + { + LLDrawInfo* params = *j; + if (params == draw_info) + { + LL_ERRS() << "LLDrawInfo deleted while actively referenced by LLPipeline." << LL_ENDL; + } + } + } +} + + +void LLPipeline::checkReferences(LLDrawInfo* draw_info) +{ +#if 0 + if (sCull) + { + for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + check_references(group, draw_info); + } + + for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + check_references(group, draw_info); + } + + for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + check_references(group, draw_info); + } + } +#endif +} + +void LLPipeline::checkReferences(LLSpatialGroup* group) +{ +#if CHECK_PIPELINE_REFERENCES + if (sCull) + { + for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) + { + if (group == *iter) + { + LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL; + } + } + + for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter) + { + if (group == *iter) + { + LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL; + } + } + + for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) + { + if (group == *iter) + { + LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL; + } + } + } +#endif +} + + +bool LLPipeline::visibleObjectsInFrustum(LLCamera& camera) +{ + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + if (hasRenderType(part->mDrawableType)) + { + if (part->visibleObjectsInFrustum(camera)) + { + return true; + } + } + } + } + } + + return false; +} + +bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max) +{ + const F32 X = 65536.f; + + min = LLVector3(X,X,X); + max = LLVector3(-X,-X,-X); + + LLViewerCamera::eCameraID saved_camera_id = LLViewerCamera::sCurCameraID; + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; + + bool res = true; + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + if (hasRenderType(part->mDrawableType)) + { + if (!part->getVisibleExtents(camera, min, max)) + { + res = false; + } + } + } + } + } + + LLViewerCamera::sCurCameraID = saved_camera_id; + return res; +} + +static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling"); + +// static +bool LLPipeline::isWaterClip() +{ + return (!sRenderTransparentWater || gCubeSnapshot) && !sRenderingHUDs; +} + +void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_CULL); + LL_PROFILE_GPU_ZONE("updateCull"); // should always be zero GPU time, but drop a timer to flush stuff out + + bool water_clip = isWaterClip(); + + if (water_clip) + { + + LLVector3 pnorm; + + F32 water_height = LLEnvironment::instance().getWaterHeight(); + + if (sUnderWaterRender) + { + //camera is below water, cull above water + pnorm.setVec(0, 0, 1); + } + else + { + //camera is above water, cull below water + pnorm = LLVector3(0, 0, -1); + } + + LLPlane plane; + plane.setVec(LLVector3(0, 0, water_height), pnorm); + + camera.setUserClipPlane(plane); + } + else + { + camera.disableUserClipPlane(); + } + + grabReferences(result); + + sCull->clear(); + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + if (hasRenderType(part->mDrawableType)) + { + part->cull(camera); + } + } + } + + //scan the VO Cache tree + LLVOCachePartition* vo_part = region->getVOCachePartition(); + if(vo_part) + { + vo_part->cull(camera, sUseOcclusion > 0); + } + } + + if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) && + gSky.mVOSkyp.notNull() && + gSky.mVOSkyp->mDrawable.notNull()) + { + gSky.mVOSkyp->mDrawable->setVisible(camera); + sCull->pushDrawable(gSky.mVOSkyp->mDrawable); + gSky.updateCull(); + stop_glerror(); + } + + if (hasRenderType(LLPipeline::RENDER_TYPE_WL_SKY) && + gPipeline.canUseWindLightShaders() && + gSky.mVOWLSkyp.notNull() && + gSky.mVOWLSkyp->mDrawable.notNull()) + { + gSky.mVOWLSkyp->mDrawable->setVisible(camera); + sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable); + } +} + +void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) +{ + if (group->isEmpty()) + { + return; + } + + group->setVisible(); + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) + { + group->updateDistance(camera); + } + + assertInitialized(); + + if (!group->getSpatialPartition()->mRenderByGroup) + { //render by drawable + sCull->pushDrawableGroup(group); + } + else + { //render by group + sCull->pushVisibleGroup(group); + } + + if (group->needsUpdate() || + group->getVisible(LLViewerCamera::sCurCameraID) < LLDrawable::getCurrentFrame() - 1) + { + // include this group in occlusion groups, not because it is an occluder, but because we want to run + // an occlusion query to find out if it's an occluder + markOccluder(group); + } + mNumVisibleNodes++; +} + +void LLPipeline::markOccluder(LLSpatialGroup* group) +{ + if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION)) + { + LLSpatialGroup* parent = group->getParent(); + + if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED)) + { //only mark top most occluders as active occlusion + sCull->pushOcclusionGroup(group); + group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); + + if (parent && + !parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) && + parent->getElementCount() == 0 && + parent->needsUpdate()) + { + sCull->pushOcclusionGroup(group); + parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); + } + } + } +} + +void LLPipeline::doOcclusion(LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("doOcclusion"); + llassert(!gCubeSnapshot); + + if (sReflectionProbesEnabled && sUseOcclusion > 1 && !LLPipeline::sShadowRender && !gCubeSnapshot) + { + gGL.setColorMask(false, false); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); + + gOcclusionCubeProgram.bind(); + + if (mCubeVB.isNull()) + { //cube VB will be used for issuing occlusion queries + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); + } + mCubeVB->setBuffer(); + + mReflectionMapManager.doOcclusion(); + gOcclusionCubeProgram.unbind(); + + gGL.setColorMask(true, true); + } + + if (LLPipeline::sUseOcclusion > 1 && + (sCull->hasOcclusionGroups() || LLVOCachePartition::sNeedsOcclusionCheck)) + { + LLVertexBuffer::unbind(); + + gGL.setColorMask(false, false); + + LLGLDisable blend(GL_BLEND); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + + LLGLDisable cull(GL_CULL_FACE); + + gOcclusionCubeProgram.bind(); + + if (mCubeVB.isNull()) + { //cube VB will be used for issuing occlusion queries + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); + } + mCubeVB->setBuffer(); + + for (LLCullResult::sg_iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + if (!group->isDead()) + { + group->doOcclusion(&camera); + group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION); + } + } + + //apply occlusion culling to object cache tree + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLVOCachePartition* vo_part = (*iter)->getVOCachePartition(); + if(vo_part) + { + vo_part->processOccluders(&camera); + } + } + + gGL.setColorMask(true, true); + } +} + +bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep) +{ + bool update_complete = drawablep->updateGeometry(); + if (update_complete && assertInitialized()) + { + drawablep->setState(LLDrawable::BUILT); + } + return update_complete; +} + +void LLPipeline::updateGL() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + { + while (!LLGLUpdate::sGLQ.empty()) + { + LLGLUpdate* glu = LLGLUpdate::sGLQ.front(); + glu->updateGL(); + glu->mInQ = false; + LLGLUpdate::sGLQ.pop_front(); + } + } +} + +void LLPipeline::clearRebuildGroups() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LLSpatialGroup::sg_vector_t hudGroups; + + mGroupQ1Locked = true; + // Iterate through all drawables on the priority build queue, + for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin(); + iter != mGroupQ1.end(); ++iter) + { + LLSpatialGroup* group = *iter; + + // If the group contains HUD objects, save the group + if (group->isHUDGroup()) + { + hudGroups.push_back(group); + } + // Else, no HUD objects so clear the build state + else + { + group->clearState(LLSpatialGroup::IN_BUILD_Q1); + } + } + + // Clear the group + mGroupQ1.clear(); + + // Copy the saved HUD groups back in + mGroupQ1.assign(hudGroups.begin(), hudGroups.end()); + mGroupQ1Locked = false; +} + +void LLPipeline::clearRebuildDrawables() +{ + // Clear all drawables on the priority build queue, + for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin(); + iter != mBuildQ1.end(); ++iter) + { + LLDrawable* drawablep = *iter; + if (drawablep && !drawablep->isDead()) + { + drawablep->clearState(LLDrawable::IN_REBUILD_Q); + } + } + mBuildQ1.clear(); + + //clear all moving bridges + for (LLDrawable::drawable_vector_t::iterator iter = mMovedBridge.begin(); + iter != mMovedBridge.end(); ++iter) + { + LLDrawable *drawablep = *iter; + drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD); + } + mMovedBridge.clear(); + + //clear all moving drawables + for (LLDrawable::drawable_vector_t::iterator iter = mMovedList.begin(); + iter != mMovedList.end(); ++iter) + { + LLDrawable *drawablep = *iter; + drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD); + } + mMovedList.clear(); + + for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin(); + iter != mShiftList.end(); ++iter) + { + LLDrawable *drawablep = *iter; + drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD | LLDrawable::ON_SHIFT_LIST); + } + mShiftList.clear(); +} + +void LLPipeline::rebuildPriorityGroups() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("rebuildPriorityGroups"); + + LLTimer update_timer; + assertInitialized(); + + gMeshRepo.notifyLoadedMeshes(); + + mGroupQ1Locked = true; + // Iterate through all drawables on the priority build queue, + for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin(); + iter != mGroupQ1.end(); ++iter) + { + LLSpatialGroup* group = *iter; + group->rebuildGeom(); + group->clearState(LLSpatialGroup::IN_BUILD_Q1); + } + + mGroupSaveQ1 = mGroupQ1; + mGroupQ1.clear(); + mGroupQ1Locked = false; + +} + +void LLPipeline::updateGeom(F32 max_dtime) +{ + LLTimer update_timer; + LLPointer drawablep; + + LL_RECORD_BLOCK_TIME(FTM_GEO_UPDATE); + if (gCubeSnapshot) + { + return; + } + + assertInitialized(); + + // notify various object types to reset internal cost metrics, etc. + // for now, only LLVOVolume does this to throttle LOD changes + LLVOVolume::preUpdateGeom(); + + // Iterate through all drawables on the priority build queue, + for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin(); + iter != mBuildQ1.end();) + { + LLDrawable::drawable_list_t::iterator curiter = iter++; + LLDrawable* drawablep = *curiter; + if (drawablep && !drawablep->isDead()) + { + if (drawablep->isUnload()) + { + drawablep->unload(); + drawablep->clearState(LLDrawable::FOR_UNLOAD); + } + + if (updateDrawableGeom(drawablep)) + { + drawablep->clearState(LLDrawable::IN_REBUILD_Q); + mBuildQ1.erase(curiter); + } + } + else + { + mBuildQ1.erase(curiter); + } + } + + updateMovedList(mMovedBridge); +} + +void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) +{ + if(drawablep && !drawablep->isDead()) + { + if (drawablep->isSpatialBridge()) + { + const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable; + llassert(root); // trying to catch a bad assumption + + if (root && // // this test may not be needed, see above + root->getVObj()->isAttachment()) + { + LLDrawable* rootparent = root->getParent(); + if (rootparent) // this IS sometimes NULL + { + LLViewerObject *vobj = rootparent->getVObj(); + llassert(vobj); // trying to catch a bad assumption + if (vobj) // this test may not be needed, see above + { + LLVOAvatar* av = vobj->asAvatar(); + if (av && + ((!sImpostorRender && av->isImpostor()) //ignore impostor flag during impostor pass + || av->isInMuteList() + || (LLVOAvatar::AOA_JELLYDOLL == av->getOverallAppearance() && !av->needsImpostorUpdate()) )) + { + return; + } + } + } + } + sCull->pushBridge((LLSpatialBridge*) drawablep); + } + else + { + + sCull->pushDrawable(drawablep); + } + + drawablep->setVisible(camera); + } +} + +void LLPipeline::markMoved(LLDrawable *drawablep, bool damped_motion) +{ + if (!drawablep) + { + //LL_ERRS() << "Sending null drawable to moved list!" << LL_ENDL; + return; + } + + if (drawablep->isDead()) + { + LL_WARNS() << "Marking NULL or dead drawable moved!" << LL_ENDL; + return; + } + + if (drawablep->getParent()) + { + //ensure that parent drawables are moved first + markMoved(drawablep->getParent(), damped_motion); + } + + assertInitialized(); + + if (!drawablep->isState(LLDrawable::ON_MOVE_LIST)) + { + if (drawablep->isSpatialBridge()) + { + mMovedBridge.push_back(drawablep); + } + else + { + mMovedList.push_back(drawablep); + } + drawablep->setState(LLDrawable::ON_MOVE_LIST); + } + if (! damped_motion) + { + drawablep->setState(LLDrawable::MOVE_UNDAMPED); // UNDAMPED trumps DAMPED + } + else if (drawablep->isState(LLDrawable::MOVE_UNDAMPED)) + { + drawablep->clearState(LLDrawable::MOVE_UNDAMPED); + } +} + +void LLPipeline::markShift(LLDrawable *drawablep) +{ + if (!drawablep || drawablep->isDead()) + { + return; + } + + assertInitialized(); + + if (!drawablep->isState(LLDrawable::ON_SHIFT_LIST)) + { + drawablep->getVObj()->setChanged(LLXform::SHIFTED | LLXform::SILHOUETTE); + if (drawablep->getParent()) + { + markShift(drawablep->getParent()); + } + mShiftList.push_back(drawablep); + drawablep->setState(LLDrawable::ON_SHIFT_LIST); + } +} + +void LLPipeline::shiftObjects(const LLVector3 &offset) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + assertInitialized(); + + glClear(GL_DEPTH_BUFFER_BIT); + gDepthDirty = true; + + LLVector4a offseta; + offseta.load3(offset.mV); + + for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin(); + iter != mShiftList.end(); iter++) + { + LLDrawable *drawablep = *iter; + if (drawablep->isDead()) + { + continue; + } + drawablep->shiftPos(offseta); + drawablep->clearState(LLDrawable::ON_SHIFT_LIST); + } + mShiftList.resize(0); + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + part->shift(offseta); + } + } + } + + mReflectionMapManager.shift(offseta); + + LLHUDText::shiftAll(offset); + LLHUDNameTag::shiftAll(offset); + + display_update_camera(); +} + +void LLPipeline::markTextured(LLDrawable *drawablep) +{ + if (drawablep && !drawablep->isDead() && assertInitialized()) + { + mRetexturedList.insert(drawablep); + } +} + +void LLPipeline::markGLRebuild(LLGLUpdate* glu) +{ + if (glu && !glu->mInQ) + { + LLGLUpdate::sGLQ.push_back(glu); + glu->mInQ = true; + } +} + +void LLPipeline::markPartitionMove(LLDrawable* drawable) +{ + if (!drawable->isState(LLDrawable::PARTITION_MOVE) && + !drawable->getPositionGroup().equals3(LLVector4a::getZero())) + { + drawable->setState(LLDrawable::PARTITION_MOVE); + mPartitionQ.push_back(drawable); + } +} + +void LLPipeline::processPartitionQ() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter) + { + LLDrawable* drawable = *iter; + if (!drawable->isDead()) + { + drawable->updateBinRadius(); + drawable->movePartition(); + } + drawable->clearState(LLDrawable::PARTITION_MOVE); + } + + mPartitionQ.clear(); +} + +void LLPipeline::markMeshDirty(LLSpatialGroup* group) +{ + mMeshDirtyGroup.push_back(group); +} + +void LLPipeline::markRebuild(LLSpatialGroup* group) +{ + if (group && !group->isDead() && group->getSpatialPartition()) + { + if (!group->hasState(LLSpatialGroup::IN_BUILD_Q1)) + { + llassert_always(!mGroupQ1Locked); + + mGroupQ1.push_back(group); + group->setState(LLSpatialGroup::IN_BUILD_Q1); + } + } +} + +void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag) +{ + if (drawablep && !drawablep->isDead() && assertInitialized()) + { + if (!drawablep->isState(LLDrawable::IN_REBUILD_Q)) + { + mBuildQ1.push_back(drawablep); + drawablep->setState(LLDrawable::IN_REBUILD_Q); // mark drawable as being in priority queue + } + + if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION)) + { + drawablep->getVObj()->setChanged(LLXform::SILHOUETTE); + } + drawablep->setState(flag); + } +} + +void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("stateSort"); + + if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + LLPipeline::RENDER_TYPE_TERRAIN, + LLPipeline::RENDER_TYPE_TREE, + LLPipeline::RENDER_TYPE_SKY, + LLPipeline::RENDER_TYPE_VOIDWATER, + LLPipeline::RENDER_TYPE_WATER, + LLPipeline::END_RENDER_TYPES)) + { + //clear faces from face pools + gPipeline.resetDrawOrders(); + } + + //LLVertexBuffer::unbind(); + + grabReferences(result); + for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + if (group->isDead()) + { + continue; + } + group->checkOcclusion(); + if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) + { + markOccluder(group); + } + else + { + group->setVisible(); + for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) + { + LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); + markVisible(drawablep, camera); + } + + { //rebuild mesh as soon as we know it's visible + group->rebuildMesh(); + } + } + } + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) + { + LLSpatialGroup* last_group = NULL; + bool fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged(); + for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) + { + LLCullResult::bridge_iterator cur_iter = i; + LLSpatialBridge* bridge = *cur_iter; + LLSpatialGroup* group = bridge->getSpatialGroup(); + + if (last_group == NULL) + { + last_group = group; + } + + if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) + { + stateSort(bridge, camera, fov_changed); + } + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && + last_group != group && last_group->changeLOD()) + { + last_group->mLastUpdateDistance = last_group->mDistance; + } + + last_group = group; + } + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && + last_group && last_group->changeLOD()) + { + last_group->mLastUpdateDistance = last_group->mDistance; + } + } + + for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + if (group->isDead()) + { + continue; + } + group->checkOcclusion(); + if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) + { + markOccluder(group); + } + else + { + group->setVisible(); + stateSort(group, camera); + + { //rebuild mesh as soon as we know it's visible + group->rebuildMesh(); + } + } + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWABLE("stateSort"); // LL_RECORD_BLOCK_TIME(FTM_STATESORT_DRAWABLE); + for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); + iter != sCull->endVisibleList(); ++iter) + { + LLDrawable *drawablep = *iter; + if (!drawablep->isDead()) + { + stateSort(drawablep, camera); + } + } + } + + postSort(camera); +} + +void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera) +{ + if (group->changeLOD()) + { + for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) + { + LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); + stateSort(drawablep, camera); + } + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) + { //avoid redundant stateSort calls + group->mLastUpdateDistance = group->mDistance; + } + } +} + +void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + if (bridge->getSpatialGroup()->changeLOD() || fov_changed) + { + bool force_update = false; + bridge->updateDistance(camera, force_update); + } +} + +void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + if (!drawablep + || drawablep->isDead() + || !hasRenderType(drawablep->getRenderType())) + { + return; + } + + // SL-11353 + // ignore our own geo when rendering spotlight shadowmaps... + // + if (RenderSpotLight && drawablep == RenderSpotLight) + { + return; + } + + if (LLSelectMgr::getInstance()->mHideSelectedObjects) + { + if (drawablep->getVObj().notNull() && + drawablep->getVObj()->isSelected()) + { + return; + } + } + + if (drawablep->isAvatar()) + { //don't draw avatars beyond render distance or if we don't have a spatial group. + if ((drawablep->getSpatialGroup() == NULL) || + (drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance)) + { + return; + } + + LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get(); + if (!avatarp->isVisible()) + { + return; + } + } + + assertInitialized(); + + if (hasRenderType(drawablep->mRenderType)) + { + if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE)) + { + drawablep->setVisible(camera, NULL, false); + } + } + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) + { + //if (drawablep->isVisible()) isVisible() check here is redundant, if it wasn't visible, it wouldn't be here + { + if (!drawablep->isActive()) + { + bool force_update = false; + drawablep->updateDistance(camera, force_update); + } + else if (drawablep->isAvatar()) + { + bool force_update = false; + drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility() + } + } + } + + if (!drawablep->getVOVolume()) + { + for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin(); + iter != drawablep->mFaces.end(); iter++) + { + LLFace* facep = *iter; + + if (facep->hasGeometry()) + { + if (facep->getPool()) + { + facep->getPool()->enqueue(facep); + } + else + { + break; + } + } + } + } + + mNumVisibleFaces += drawablep->getNumFaces(); +} + + +void forAllDrawables(LLCullResult::sg_iterator begin, + LLCullResult::sg_iterator end, + void (*func)(LLDrawable*)) +{ + for (LLCullResult::sg_iterator i = begin; i != end; ++i) + { + LLSpatialGroup* group = *i; + if (group->isDead()) + { + continue; + } + for (LLSpatialGroup::element_iter j = group->getDataBegin(); j != group->getDataEnd(); ++j) + { + if((*j)->hasDrawable()) + { + func((LLDrawable*)(*j)->getDrawable()); + } + } + } +} + +void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*)) +{ + forAllDrawables(sCull->beginDrawableGroups(), sCull->endDrawableGroups(), func); + forAllDrawables(sCull->beginVisibleGroups(), sCull->endVisibleGroups(), func); +} + +//function for creating scripted beacons +void renderScriptedBeacons(LLDrawable* drawablep) +{ + LLViewerObject *vobj = drawablep->getVObj(); + if (vobj + && !vobj->isAvatar() + && !vobj->getParent() + && vobj->flagScripted()) + { + if (gPipeline.sRenderBeacons) + { + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth); + } + + if (gPipeline.sRenderHighlight) + { + S32 face_id; + S32 count = drawablep->getNumFaces(); + for (face_id = 0; face_id < count; face_id++) + { + LLFace * facep = drawablep->getFace(face_id); + if (facep) + { + gPipeline.mHighlightFaces.push_back(facep); + } + } + } + } +} + +void renderScriptedTouchBeacons(LLDrawable *drawablep) +{ + LLViewerObject *vobj = drawablep->getVObj(); + if (vobj && !vobj->isAvatar() && !vobj->getParent() && vobj->flagScripted() && vobj->flagHandleTouch()) + { + if (gPipeline.sRenderBeacons) + { + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), + LLPipeline::DebugBeaconLineWidth); + } + + if (gPipeline.sRenderHighlight) + { + S32 face_id; + S32 count = drawablep->getNumFaces(); + for (face_id = 0; face_id < count; face_id++) + { + LLFace *facep = drawablep->getFace(face_id); + if (facep) + { + gPipeline.mHighlightFaces.push_back(facep); + } + } + } + } +} + +void renderPhysicalBeacons(LLDrawable *drawablep) +{ + LLViewerObject *vobj = drawablep->getVObj(); + if (vobj && + !vobj->isAvatar() + //&& !vobj->getParent() + && vobj->flagUsePhysics()) + { + if (gPipeline.sRenderBeacons) + { + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), + LLPipeline::DebugBeaconLineWidth); + } + + if (gPipeline.sRenderHighlight) + { + S32 face_id; + S32 count = drawablep->getNumFaces(); + for (face_id = 0; face_id < count; face_id++) + { + LLFace *facep = drawablep->getFace(face_id); + if (facep) + { + gPipeline.mHighlightFaces.push_back(facep); + } + } + } + } +} + +void renderMOAPBeacons(LLDrawable *drawablep) +{ + LLViewerObject *vobj = drawablep->getVObj(); + + if (!vobj || vobj->isAvatar()) + return; + + bool beacon = false; + U8 tecount = vobj->getNumTEs(); + for (int x = 0; x < tecount; x++) + { + if (vobj->getTE(x)->hasMedia()) + { + beacon = true; + break; + } + } + if (beacon) + { + if (gPipeline.sRenderBeacons) + { + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), + LLPipeline::DebugBeaconLineWidth); + } + + if (gPipeline.sRenderHighlight) + { + S32 face_id; + S32 count = drawablep->getNumFaces(); + for (face_id = 0; face_id < count; face_id++) + { + LLFace *facep = drawablep->getFace(face_id); + if (facep) + { + gPipeline.mHighlightFaces.push_back(facep); + } + } + } + } +} + +void renderParticleBeacons(LLDrawable *drawablep) +{ + // Look for attachments, objects, etc. + LLViewerObject *vobj = drawablep->getVObj(); + if (vobj && vobj->isParticleSource()) + { + if (gPipeline.sRenderBeacons) + { + LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f); + gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), + LLPipeline::DebugBeaconLineWidth); + } + + if (gPipeline.sRenderHighlight) + { + S32 face_id; + S32 count = drawablep->getNumFaces(); + for (face_id = 0; face_id < count; face_id++) + { + LLFace *facep = drawablep->getFace(face_id); + if (facep) + { + gPipeline.mHighlightFaces.push_back(facep); + } + } + } + } +} + +void renderSoundHighlights(LLDrawable *drawablep) +{ + // Look for attachments, objects, etc. + LLViewerObject *vobj = drawablep->getVObj(); + if (vobj && vobj->isAudioSource()) + { + if (gPipeline.sRenderHighlight) + { + S32 face_id; + S32 count = drawablep->getNumFaces(); + for (face_id = 0; face_id < count; face_id++) + { + LLFace *facep = drawablep->getFace(face_id); + if (facep) + { + gPipeline.mHighlightFaces.push_back(facep); + } + } + } + } +} + +void LLPipeline::postSort(LLCamera &camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + assertInitialized(); + + LL_PUSH_CALLSTACKS(); + + if (!gCubeSnapshot) + { + // rebuild drawable geometry + for (LLCullResult::sg_iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i) + { + LLSpatialGroup *group = *i; + if (group->isDead()) + { + continue; + } + if (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) + { + group->rebuildGeom(); + } + } + LL_PUSH_CALLSTACKS(); + // rebuild groups + sCull->assertDrawMapsEmpty(); + + rebuildPriorityGroups(); + } + + LL_PUSH_CALLSTACKS(); + + // build render map + for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) + { + LLSpatialGroup *group = *i; + + if (group->isDead()) + { + continue; + } + + if ((sUseOcclusion && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) || + (RenderAutoHideSurfaceAreaLimit > 0.f && + group->mSurfaceArea > RenderAutoHideSurfaceAreaLimit * llmax(group->mObjectBoxSize, 10.f))) + { + continue; + } + + if (group->hasState(LLSpatialGroup::NEW_DRAWINFO) && group->hasState(LLSpatialGroup::GEOM_DIRTY) && !gCubeSnapshot) + { // no way this group is going to be drawable without a rebuild + group->rebuildGeom(); + } + + for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j) + { + LLSpatialGroup::drawmap_elem_t &src_vec = j->second; + if (!hasRenderType(j->first)) + { + continue; + } + + for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k) + { + LLDrawInfo *info = *k; + + sCull->pushDrawInfo(j->first, info); + if (!sShadowRender && !sReflectionRender && !gCubeSnapshot) + { + addTrianglesDrawn(info->mCount); + } + } + } + + if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA)) + { + LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA); + + if (alpha != group->mDrawMap.end()) + { // store alpha groups for sorting + LLSpatialBridge *bridge = group->getSpatialPartition()->asBridge(); + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) + { + if (bridge) + { + LLCamera trans_camera = bridge->transformCamera(camera); + group->updateDistance(trans_camera); + } + else + { + group->updateDistance(camera); + } + } + + if (hasRenderType(LLDrawPool::POOL_ALPHA)) + { + sCull->pushAlphaGroup(group); + } + } + + LLSpatialGroup::draw_map_t::iterator rigged_alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA_RIGGED); + + if (rigged_alpha != group->mDrawMap.end()) + { // store rigged alpha groups for LLDrawPoolAlpha prepass (skip distance update, rigged attachments use depth buffer) + if (hasRenderType(LLDrawPool::POOL_ALPHA)) + { + sCull->pushRiggedAlphaGroup(group); + } + } + } + } + + /*bool use_transform_feedback = gTransformPositionProgram.mProgramObject && !mMeshDirtyGroup.empty(); + + if (use_transform_feedback) + { //place a query around potential transform feedback code for synchronization + mTransformFeedbackPrimitives = 0; + + if (!mMeshDirtyQueryObject) + { + glGenQueries(1, &mMeshDirtyQueryObject); + } + + + glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mMeshDirtyQueryObject); + }*/ + + // pack vertex buffers for groups that chose to delay their updates + { + LL_PROFILE_GPU_ZONE("rebuildMesh"); + for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter) + { + (*iter)->rebuildMesh(); + } + } + + /*if (use_transform_feedback) + { + glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); + }*/ + + mMeshDirtyGroup.clear(); + + if (!sShadowRender) + { + // order alpha groups by distance + std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater()); + + // order rigged alpha groups by avatar attachment order + std::sort(sCull->beginRiggedAlphaGroups(), sCull->endRiggedAlphaGroups(), LLSpatialGroup::CompareRenderOrder()); + } + + LL_PUSH_CALLSTACKS(); + // only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus + if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender && !gCubeSnapshot) + { + if (sRenderScriptedTouchBeacons) + { + // Only show the beacon on the root object. + forAllVisibleDrawables(renderScriptedTouchBeacons); + } + else if (sRenderScriptedBeacons) + { + // Only show the beacon on the root object. + forAllVisibleDrawables(renderScriptedBeacons); + } + + if (sRenderPhysicalBeacons) + { + // Only show the beacon on the root object. + forAllVisibleDrawables(renderPhysicalBeacons); + } + + if (sRenderMOAPBeacons) + { + forAllVisibleDrawables(renderMOAPBeacons); + } + + if (sRenderParticleBeacons) + { + forAllVisibleDrawables(renderParticleBeacons); + } + + // If god mode, also show audio cues + if (sRenderSoundBeacons && gAudiop) + { + // Walk all sound sources and render out beacons for them. Note, this isn't done in the ForAllVisibleDrawables function, because + // some are not visible. + LLAudioEngine::source_map::iterator iter; + for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter) + { + LLAudioSource *sourcep = iter->second; + + LLVector3d pos_global = sourcep->getPositionGlobal(); + LLVector3 pos = gAgent.getPosAgentFromGlobal(pos_global); + if (gPipeline.sRenderBeacons) + { + // pos += LLVector3(0.f, 0.f, 0.2f); + gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth); + } + } + // now deal with highlights for all those seeable sound sources + forAllVisibleDrawables(renderSoundHighlights); + } + } + LL_PUSH_CALLSTACKS(); + // If managing your telehub, draw beacons at telehub and currently selected spawnpoint. + if (LLFloaterTelehub::renderBeacons() && !sShadowRender && !gCubeSnapshot) + { + LLFloaterTelehub::addBeacons(); + } + + if (!sShadowRender && !gCubeSnapshot) + { + mSelectedFaces.clear(); + + if (!gNonInteractive) + { + LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit()); + } + + // Draw face highlights for selected faces. + if (LLSelectMgr::getInstance()->getTEMode()) + { + struct f : public LLSelectedTEFunctor + { + virtual bool apply(LLViewerObject *object, S32 te) + { + if (object->mDrawable) + { + LLFace *facep = object->mDrawable->getFace(te); + if (facep) + { + gPipeline.mSelectedFaces.push_back(facep); + } + } + return true; + } + } func; + LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func); + } + } + + // LLSpatialGroup::sNoDelete = false; + LL_PUSH_CALLSTACKS(); +} + + +void render_hud_elements() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_UI; //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI); + gPipeline.disableLights(); + + LLGLSUIDefault gls_ui; + + //LLGLEnable stencil(GL_STENCIL_TEST); + //glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); + //glStencilMask(0xFFFFFFFF); + //glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + + gUIProgram.bind(); + gGL.color4f(1, 1, 1, 1); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + + if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + gViewerWindow->renderSelections(false, false, false); // For HUD version in render_ui_3d() + + // Draw the tracking overlays + LLTracker::render3D(); + + if (LLWorld::instanceExists()) + { + // Show the property lines + LLWorld::getInstance()->renderPropertyLines(); + } + LLViewerParcelMgr::getInstance()->render(); + LLViewerParcelMgr::getInstance()->renderParcelCollision(); + } + else if (gForceRenderLandFence) + { + // This is only set when not rendering the UI, for parcel snapshots + LLViewerParcelMgr::getInstance()->render(); + } + else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) + { + LLHUDText::renderAllHUD(); + } + + gUIProgram.unbind(); +} + +void LLPipeline::renderHighlights() +{ + assertInitialized(); + + // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD) + // Render highlighted faces. + LLGLSPipelineAlpha gls_pipeline_alpha; + LLColor4 color(1.f, 1.f, 1.f, 0.5f); + disableLights(); + + if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + { + gHighlightProgram.bind(); + gGL.diffuseColor4f(1,1,1,0.5f); + } + + if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep) + { + mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); + } + + if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP)) + { + // Make sure the selection image gets downloaded and decoded + mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); + + U32 count = mSelectedFaces.size(); + for (U32 i = 0; i < count; i++) + { + LLFace *facep = mSelectedFaces[i]; + if (!facep || facep->getDrawable()->isDead()) + { + LL_ERRS() << "Bad face on selection" << LL_ENDL; + return; + } + + facep->renderSelected(mFaceSelectImagep, color); + } + } + + if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) + { + // Paint 'em red! + color.setVec(1.f, 0.f, 0.f, 0.5f); + + int count = mHighlightFaces.size(); + for (S32 i = 0; i < count; i++) + { + LLFace* facep = mHighlightFaces[i]; + facep->renderSelected(LLViewerTexture::sNullImagep, color); + } + } + + // Contains a list of the faces of objects that are physical or + // have touch-handlers. + mHighlightFaces.clear(); + + if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0) + { + gHighlightProgram.unbind(); + } + + + if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP)) + { + color.setVec(1.0f, 0.5f, 0.5f, 0.5f); + if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + { + gHighlightNormalProgram.bind(); + gGL.diffuseColor4f(1,1,1,0.5f); + } + + mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); + + U32 count = mSelectedFaces.size(); + for (U32 i = 0; i < count; i++) + { + LLFace *facep = mSelectedFaces[i]; + if (!facep || facep->getDrawable()->isDead()) + { + LL_ERRS() << "Bad face on selection" << LL_ENDL; + return; + } + + facep->renderSelected(mFaceSelectImagep, color); + } + + if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + { + gHighlightNormalProgram.unbind(); + } + } + + if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP)) + { + color.setVec(0.0f, 0.3f, 1.0f, 0.8f); + if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + { + gHighlightSpecularProgram.bind(); + gGL.diffuseColor4f(1,1,1,0.5f); + } + + mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); + + U32 count = mSelectedFaces.size(); + for (U32 i = 0; i < count; i++) + { + LLFace *facep = mSelectedFaces[i]; + if (!facep || facep->getDrawable()->isDead()) + { + LL_ERRS() << "Bad face on selection" << LL_ENDL; + return; + } + + facep->renderSelected(mFaceSelectImagep, color); + } + + if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + { + gHighlightSpecularProgram.unbind(); + } + } +} + +//debug use +U32 LLPipeline::sCurRenderPoolType = 0 ; + +void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) +{ + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); + LL_PROFILE_GPU_ZONE("renderGeomDeferred"); + + llassert(!sRenderingHUDs); + + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + + if (&camera == LLViewerCamera::getInstance()) + { // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and + // current modelview matrix + glh::matrix4f last_modelview(gGLLastModelView); + glh::matrix4f cur_modelview(gGLModelView); + + // goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space + glh::matrix4f m = last_modelview.inverse(); // last camera space to world space + m.mult_left(cur_modelview); // world space to camera space + + glh::matrix4f n = m.inverse(); + + for (U32 i = 0; i < 16; ++i) + { + gGLDeltaModelView[i] = m.m[i]; + gGLInverseDeltaModelView[i] = n.m[i]; + } + } + + bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; + + setupHWLights(); + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pools"); + + LLGLEnable cull(GL_CULL_FACE); + + for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) + { + LLDrawPool *poolp = *iter; + if (hasRenderType(poolp->getType())) + { + poolp->prerender(); + } + } + + LLVertexBuffer::unbind(); + + LLGLState::checkStates(); + + if (LLViewerShaderMgr::instance()->mShaderLevel[LLViewerShaderMgr::SHADER_DEFERRED] > 1) + { + //update reflection probe uniform + mReflectionMapManager.updateUniforms(); + } + + U32 cur_type = 0; + + gGL.setColorMask(true, true); + + pool_set_t::iterator iter1 = mPools.begin(); + + while ( iter1 != mPools.end() ) + { + LLDrawPool *poolp = *iter1; + + cur_type = poolp->getType(); + + if (occlude && cur_type >= LLDrawPool::POOL_GRASS) + { + llassert(!gCubeSnapshot); // never do occlusion culling on cube snapshots + occlude = false; + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + doOcclusion(camera); + } + + pool_set_t::iterator iter2 = iter1; + if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pool render"); + + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + + for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ ) + { + LLVertexBuffer::unbind(); + poolp->beginDeferredPass(i); + for (iter2 = iter1; iter2 != mPools.end(); iter2++) + { + LLDrawPool *p = *iter2; + if (p->getType() != cur_type) + { + break; + } + + if ( !p->getSkipRenderFlag() ) { p->renderDeferred(i); } + } + poolp->endDeferredPass(i); + LLVertexBuffer::unbind(); + + LLGLState::checkStates(); + } + } + else + { + // Skip all pools of this type + for (iter2 = iter1; iter2 != mPools.end(); iter2++) + { + LLDrawPool *p = *iter2; + if (p->getType() != cur_type) + { + break; + } + } + } + iter1 = iter2; + stop_glerror(); + } + + gGLLastMatrix = NULL; + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.loadMatrix(gGLModelView); + + gGL.setColorMask(true, false); + + } // Tracy ZoneScoped + + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } +} + +void LLPipeline::renderGeomPostDeferred(LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; + LL_PROFILE_GPU_ZONE("renderGeomPostDeferred"); + + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + + U32 cur_type = 0; + + LLGLEnable cull(GL_CULL_FACE); + + bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds + bool done_water_haze = done_atmospherics; + + // do atmospheric haze just before post water alpha + U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER; + + if (LLPipeline::sUnderWaterRender) + { // if under water, do atmospherics just before the water pass + atmospherics_pass = LLDrawPool::POOL_WATER; + } + + // do water haze just before pre water alpha + U32 water_haze_pass = LLDrawPool::POOL_ALPHA_PRE_WATER; + + calcNearbyLights(camera); + setupHWLights(); + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + gGL.setColorMask(true, false); + + pool_set_t::iterator iter1 = mPools.begin(); + + if (gDebugGL || gDebugPipeline) + { + LLGLState::checkStates(GL_FALSE); + } + + while ( iter1 != mPools.end() ) + { + LLDrawPool *poolp = *iter1; + + cur_type = poolp->getType(); + + if (cur_type >= atmospherics_pass && !done_atmospherics) + { // do atmospherics against depth buffer before rendering alpha + doAtmospherics(); + done_atmospherics = true; + } + + if (cur_type >= water_haze_pass && !done_water_haze) + { // do water haze against depth buffer before rendering alpha + doWaterHaze(); + done_water_haze = true; + } + + pool_set_t::iterator iter2 = iter1; + if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred poolrender"); + + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + + for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ ) + { + LLVertexBuffer::unbind(); + poolp->beginPostDeferredPass(i); + for (iter2 = iter1; iter2 != mPools.end(); iter2++) + { + LLDrawPool *p = *iter2; + if (p->getType() != cur_type) + { + break; + } + + p->renderPostDeferred(i); + } + poolp->endPostDeferredPass(i); + LLVertexBuffer::unbind(); + + if (gDebugGL || gDebugPipeline) + { + LLGLState::checkStates(GL_FALSE); + } + } + } + else + { + // Skip all pools of this type + for (iter2 = iter1; iter2 != mPools.end(); iter2++) + { + LLDrawPool *p = *iter2; + if (p->getType() != cur_type) + { + break; + } + } + } + iter1 = iter2; + stop_glerror(); + } + + gGLLastMatrix = NULL; + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.loadMatrix(gGLModelView); + + if (!gCubeSnapshot) + { + // debug displays + renderHighlights(); + mHighlightFaces.clear(); + + renderDebug(); + } + + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } +} + +void LLPipeline::renderGeomShadow(LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("renderGeomShadow"); + U32 cur_type = 0; + + LLGLEnable cull(GL_CULL_FACE); + + LLVertexBuffer::unbind(); + + pool_set_t::iterator iter1 = mPools.begin(); + + while ( iter1 != mPools.end() ) + { + LLDrawPool *poolp = *iter1; + + cur_type = poolp->getType(); + + pool_set_t::iterator iter2 = iter1; + if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0) + { + poolp->prerender() ; + + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + + for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ ) + { + LLVertexBuffer::unbind(); + poolp->beginShadowPass(i); + for (iter2 = iter1; iter2 != mPools.end(); iter2++) + { + LLDrawPool *p = *iter2; + if (p->getType() != cur_type) + { + break; + } + + p->renderShadow(i); + } + poolp->endShadowPass(i); + LLVertexBuffer::unbind(); + } + } + else + { + // Skip all pools of this type + for (iter2 = iter1; iter2 != mPools.end(); iter2++) + { + LLDrawPool *p = *iter2; + if (p->getType() != cur_type) + { + break; + } + } + } + iter1 = iter2; + stop_glerror(); + } + + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); +} + + +static U32 sIndicesDrawnCount = 0; + +void LLPipeline::addTrianglesDrawn(S32 index_count) +{ + sIndicesDrawnCount += index_count; +} + +void LLPipeline::recordTrianglesDrawn() +{ + assertInitialized(); + U32 count = sIndicesDrawnCount / 3; + sIndicesDrawnCount = 0; + add(LLStatViewer::TRIANGLES_DRAWN, LLUnits::Triangles::fromValue(count)); +} + +void LLPipeline::renderPhysicsDisplay() +{ + if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + return; + } + + gGL.flush(); + gDebugProgram.bind(); + + LLGLEnable(GL_POLYGON_OFFSET_LINE); + glPolygonOffset(3.f, 3.f); + glLineWidth(3.f); + LLGLEnable blend(GL_BLEND); + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + for (int pass = 0; pass < 3; ++pass) + { + // pass 0 - depth write enabled, color write disabled, fill + // pass 1 - depth write disabled, color write enabled, fill + // pass 2 - depth write disabled, color write enabled, wireframe + gGL.setColorMask(pass >= 1, false); + LLGLDepthTest depth(GL_TRUE, pass == 0); + + bool wireframe = (pass == 2); + + if (wireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + if (hasRenderType(part->mDrawableType)) + { + part->renderPhysicsShapes(wireframe); + } + } + } + } + gGL.flush(); + + if (wireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + } + glLineWidth(1.f); + gDebugProgram.unbind(); + +} + +extern std::set visible_selected_groups; + +void LLPipeline::renderDebug() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + assertInitialized(); + + bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD); + + if (!hud_only ) + { + //Render any navmesh geometry + LLPathingLib *llPathingLibInstance = LLPathingLib::getInstance(); + if ( llPathingLibInstance != NULL ) + { + //character floater renderables + + LLHandle pathfindingCharacterHandle = LLFloaterPathfindingCharacters::getInstanceHandle(); + if ( !pathfindingCharacterHandle.isDead() ) + { + LLFloaterPathfindingCharacters *pathfindingCharacter = pathfindingCharacterHandle.get(); + + if ( pathfindingCharacter->getVisible() || gAgentCamera.cameraMouselook() ) + { + gPathfindingProgram.bind(); + gPathfindingProgram.uniform1f(sTint, 1.f); + gPathfindingProgram.uniform1f(sAmbiance, 1.f); + gPathfindingProgram.uniform1f(sAlphaScale, 1.f); + + //Requried character physics capsule render parameters + LLUUID id; + LLVector3 pos; + LLQuaternion rot; + + if ( pathfindingCharacter->isPhysicsCapsuleEnabled( id, pos, rot ) ) + { + //remove blending artifacts + gGL.setColorMask(false, false); + llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot ); + gGL.setColorMask(true, false); + LLGLEnable blend(GL_BLEND); + gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); + llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot ); + gPathfindingProgram.bind(); + } + } + } + + + //pathing console renderables + LLHandle pathfindingConsoleHandle = LLFloaterPathfindingConsole::getInstanceHandle(); + if (!pathfindingConsoleHandle.isDead()) + { + LLFloaterPathfindingConsole *pathfindingConsole = pathfindingConsoleHandle.get(); + + if ( pathfindingConsole->getVisible() || gAgentCamera.cameraMouselook() ) + { + F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance"); + + gPathfindingProgram.bind(); + + gPathfindingProgram.uniform1f(sTint, 1.f); + gPathfindingProgram.uniform1f(sAmbiance, ambiance); + gPathfindingProgram.uniform1f(sAlphaScale, 1.f); + + if ( !pathfindingConsole->isRenderWorld() ) + { + const LLColor4 clearColor = gSavedSettings.getColor4("PathfindingNavMeshClear"); + gGL.setColorMask(true, true); + glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // no stencil -- deprecated | GL_STENCIL_BUFFER_BIT); + gGL.setColorMask(true, false); + glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + } + + //NavMesh + if ( pathfindingConsole->isRenderNavMesh() ) + { + gGL.flush(); + glLineWidth(2.0f); + LLGLEnable cull(GL_CULL_FACE); + LLGLDisable blend(GL_BLEND); + + if ( pathfindingConsole->isRenderWorld() ) + { + LLGLEnable blend(GL_BLEND); + gPathfindingProgram.uniform1f(sAlphaScale, 0.66f); + llPathingLibInstance->renderNavMesh(); + } + else + { + llPathingLibInstance->renderNavMesh(); + } + + //render edges + gPathfindingNoNormalsProgram.bind(); + gPathfindingNoNormalsProgram.uniform1f(sTint, 1.f); + gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, 1.f); + llPathingLibInstance->renderNavMeshEdges(); + gPathfindingProgram.bind(); + + gGL.flush(); + glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + glLineWidth(1.0f); + gGL.flush(); + } + //User designated path + if ( LLPathfindingPathTool::getInstance()->isRenderPath() ) + { + //The path + gUIProgram.bind(); + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); + llPathingLibInstance->renderPath(); + gPathfindingProgram.bind(); + + //The bookends + //remove blending artifacts + gGL.setColorMask(false, false); + llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START ); + llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END ); + + gGL.setColorMask(true, false); + //render the bookends + LLGLEnable blend(GL_BLEND); + gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); + llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START ); + llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END ); + gPathfindingProgram.bind(); + } + + if ( pathfindingConsole->isRenderWaterPlane() ) + { + LLGLEnable blend(GL_BLEND); + gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); + llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() ); + } + //physics/exclusion shapes + if ( pathfindingConsole->isRenderAnyShapes() ) + { + U32 render_order[] = { + 1 << LLPathingLib::LLST_ObstacleObjects, + 1 << LLPathingLib::LLST_WalkableObjects, + 1 << LLPathingLib::LLST_ExclusionPhantoms, + 1 << LLPathingLib::LLST_MaterialPhantoms, + }; + + U32 flags = pathfindingConsole->getRenderShapeFlags(); + + for (U32 i = 0; i < 4; i++) + { + if (!(flags & render_order[i])) + { + continue; + } + + //turn off backface culling for volumes so they are visible when camera is inside volume + LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0); + + gGL.flush(); + glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + + //get rid of some z-fighting + LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); + glPolygonOffset(1.0f, 1.0f); + + //render to depth first to avoid blending artifacts + gGL.setColorMask(false, false); + llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); + gGL.setColorMask(true, false); + + //get rid of some z-fighting + glPolygonOffset(0.f, 0.f); + + LLGLEnable blend(GL_BLEND); + + { + gPathfindingProgram.uniform1f(sAmbiance, ambiance); + + { //draw solid overlay + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_LEQUAL); + llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); + gGL.flush(); + } + + LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE); + glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + + F32 offset = gSavedSettings.getF32("PathfindingLineOffset"); + + if (pathfindingConsole->isRenderXRay()) + { + gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); + gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); + + glPolygonOffset(offset, -offset); + + if (gSavedSettings.getBOOL("PathfindingXRayWireframe")) + { //draw hidden wireframe as darker and less opaque + gPathfindingProgram.uniform1f(sAmbiance, 1.f); + llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); + } + else + { + glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + gPathfindingProgram.uniform1f(sAmbiance, ambiance); + llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + } + + { //draw visible wireframe as brighter, thicker and more opaque + glPolygonOffset(offset, offset); + gPathfindingProgram.uniform1f(sAmbiance, 1.f); + gPathfindingProgram.uniform1f(sTint, 1.f); + gPathfindingProgram.uniform1f(sAlphaScale, 1.f); + + glLineWidth(gSavedSettings.getF32("PathfindingLineWidth")); + LLGLDisable blendOut(GL_BLEND); + llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] ); + gGL.flush(); + glLineWidth(1.f); + } + + glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + } + } + } + + glPolygonOffset(0.f, 0.f); + + if ( pathfindingConsole->isRenderNavMesh() && pathfindingConsole->isRenderXRay() ) + { //render navmesh xray + F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance"); + + LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE); + LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); + + F32 offset = gSavedSettings.getF32("PathfindingLineOffset"); + glPolygonOffset(offset, -offset); + + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); + gGL.flush(); + glLineWidth(2.0f); + LLGLEnable cull(GL_CULL_FACE); + + gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); + gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); + + if (gSavedSettings.getBOOL("PathfindingXRayWireframe")) + { //draw hidden wireframe as darker and less opaque + glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + gPathfindingProgram.uniform1f(sAmbiance, 1.f); + llPathingLibInstance->renderNavMesh(); + glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + } + else + { + gPathfindingProgram.uniform1f(sAmbiance, ambiance); + llPathingLibInstance->renderNavMesh(); + } + + //render edges + gPathfindingNoNormalsProgram.bind(); + gPathfindingNoNormalsProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); + gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); + llPathingLibInstance->renderNavMeshEdges(); + gPathfindingProgram.bind(); + + gGL.flush(); + glLineWidth(1.0f); + } + + glPolygonOffset(0.f, 0.f); + + gGL.flush(); + gPathfindingProgram.unbind(); + } + } + } + } + + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + gGL.setColorMask(true, false); + + + if (!hud_only && !mDebugBlips.empty()) + { //render debug blips + gUIProgram.bind(); + gGL.color4f(1, 1, 1, 1); + + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true); + + glPointSize(8.f); + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + + gGL.begin(LLRender::POINTS); + for (std::list::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); ) + { + DebugBlip& blip = *iter; + + blip.mAge += gFrameIntervalSeconds.value(); + if (blip.mAge > 2.f) + { + mDebugBlips.erase(iter++); + } + else + { + iter++; + } + + blip.mPosition.mV[2] += gFrameIntervalSeconds.value()*2.f; + + gGL.color4fv(blip.mColor.mV); + gGL.vertex3fv(blip.mPosition.mV); + } + gGL.end(); + gGL.flush(); + glPointSize(1.f); + } + + // Debug stuff. + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + if ( (hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) || + (!hud_only && hasRenderType(part->mDrawableType)) ) + { + part->renderDebug(); + } + } + } + } + + for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i) + { + LLSpatialBridge* bridge = *i; + if (!bridge->isDead() && hasRenderType(bridge->mDrawableType)) + { + gGL.pushMatrix(); + gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); + bridge->renderDebug(); + gGL.popMatrix(); + } + } + + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION)) + { //render visible selected group occlusion geometry + gDebugProgram.bind(); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + gGL.diffuseColor3f(1,0,1); + for (std::set::iterator iter = visible_selected_groups.begin(); iter != visible_selected_groups.end(); ++iter) + { + LLSpatialGroup* group = *iter; + + LLVector4a fudge; + fudge.splat(0.25f); //SG_OCCLUSION_FUDGE + + LLVector4a size; + const LLVector4a* bounds = group->getBounds(); + size.setAdd(fudge, bounds[1]); + + drawBox(bounds[0], size); + } + } + + visible_selected_groups.clear(); + + //draw reflection probes and links between them + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_REFLECTION_PROBES) && !hud_only) + { + mReflectionMapManager.renderDebug(); + } + + if (gSavedSettings.getBOOL("RenderReflectionProbeVolumes") && !hud_only) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display"); + + bindDeferredShader(gReflectionProbeDisplayProgram, NULL); + mScreenTriangleVB->setBuffer(); + + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth(GL_FALSE); + + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + unbindDeferredShader(gReflectionProbeDisplayProgram); + } + + gUIProgram.bind(); + + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST) && !hud_only) + { //draw crosshairs on particle intersection + if (gDebugRaycastParticle) + { + gDebugProgram.bind(); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + LLVector3 center(gDebugRaycastParticleIntersection.getF32ptr()); + LLVector3 size(0.1f, 0.1f, 0.1f); + + LLVector3 p[6]; + + p[0] = center + size.scaledVec(LLVector3(1,0,0)); + p[1] = center + size.scaledVec(LLVector3(-1,0,0)); + p[2] = center + size.scaledVec(LLVector3(0,1,0)); + p[3] = center + size.scaledVec(LLVector3(0,-1,0)); + p[4] = center + size.scaledVec(LLVector3(0,0,1)); + p[5] = center + size.scaledVec(LLVector3(0,0,-1)); + + gGL.begin(LLRender::LINES); + gGL.diffuseColor3f(1.f, 1.f, 0.f); + for (U32 i = 0; i < 6; i++) + { + gGL.vertex3fv(p[i].mV); + } + gGL.end(); + gGL.flush(); + + gDebugProgram.unbind(); + } + } + + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !hud_only) + { + LLVertexBuffer::unbind(); + + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth(true, false); + LLGLDisable cull(GL_CULL_FACE); + + gGL.color4f(1,1,1,1); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + F32 a = 0.1f; + + F32 col[] = + { + 1,0,0,a, + 0,1,0,a, + 0,0,1,a, + 1,0,1,a, + + 1,1,0,a, + 0,1,1,a, + 1,1,1,a, + 1,0,1,a, + }; + + for (U32 i = 0; i < 8; i++) + { + LLVector3* frust = mShadowCamera[i].mAgentFrustum; + + if (i > 3) + { //render shadow frusta as volumes + if (mShadowFrustPoints[i-4].empty()) + { + continue; + } + + gGL.color4fv(col+(i-4)*4); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); + gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); + gGL.end(); + + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex3fv(frust[0].mV); + gGL.vertex3fv(frust[1].mV); + gGL.vertex3fv(frust[3].mV); + gGL.vertex3fv(frust[2].mV); + gGL.end(); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[7].mV); + gGL.vertex3fv(frust[6].mV); + gGL.end(); + } + + + if (i < 4) + { + + //if (i == 0 || !mShadowFrustPoints[i].empty()) + { + //render visible point cloud + gGL.flush(); + glPointSize(8.f); + gGL.begin(LLRender::POINTS); + + F32* c = col+i*4; + gGL.color3fv(c); + + for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j) + { + gGL.vertex3fv(mShadowFrustPoints[i][j].mV); + + } + gGL.end(); + + gGL.flush(); + glPointSize(1.f); + + LLVector3* ext = mShadowExtents[i]; + LLVector3 pos = (ext[0]+ext[1])*0.5f; + LLVector3 size = (ext[1]-ext[0])*0.5f; + drawBoxOutline(pos, size); + + //render camera frustum splits as outlines + gGL.begin(LLRender::LINES); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV); + gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV); + gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV); + gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV); + gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV); + gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV); + gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); + gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); + gGL.end(); + } + } + + /*gGL.flush(); + glLineWidth(16-i*2); + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++) + { + LLSpatialPartition* part = region->getSpatialPartition(j); + if (part) + { + if (hasRenderType(part->mDrawableType)) + { + part->renderIntersectingBBoxes(&mShadowCamera[i]); + } + } + } + } + gGL.flush(); + glLineWidth(1.f);*/ + } + } + + if (mRenderDebugMask & RENDER_DEBUG_WIND_VECTORS) + { + gAgent.getRegion()->mWind.renderVectors(); + } + + if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION) + { + // Debug composition layers + F32 x, y; + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + if (gAgent.getRegion()) + { + gGL.begin(LLRender::POINTS); + // Draw the composition layer for the region that I'm in. + for (x = 0; x <= 260; x++) + { + for (y = 0; y <= 260; y++) + { + if ((x > 255) || (y > 255)) + { + gGL.color4f(1.f, 0.f, 0.f, 1.f); + } + else + { + gGL.color4f(0.f, 0.f, 1.f, 1.f); + } + F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y); + z *= 5.f; + z += 50.f; + gGL.vertex3f(x, y, z); + } + } + gGL.end(); + } + } + + gGL.flush(); + gUIProgram.unbind(); +} + +void LLPipeline::rebuildPools() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + assertInitialized(); + + S32 max_count = mPools.size(); + pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool); + while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS) + { + if (iter1 == mPools.end()) + { + iter1 = mPools.begin(); + } + LLDrawPool* poolp = *iter1; + + if (poolp->isDead()) + { + mPools.erase(iter1++); + removeFromQuickLookup( poolp ); + if (poolp == mLastRebuildPool) + { + mLastRebuildPool = NULL; + } + delete poolp; + } + else + { + mLastRebuildPool = poolp; + iter1++; + } + max_count--; + } +} + +void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp ) +{ + assertInitialized(); + + switch( new_poolp->getType() ) + { + case LLDrawPool::POOL_SIMPLE: + if (mSimplePool) + { + llassert(0); + LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL; + } + else + { + mSimplePool = (LLRenderPass*) new_poolp; + } + break; + + case LLDrawPool::POOL_ALPHA_MASK: + if (mAlphaMaskPool) + { + llassert(0); + LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL; + break; + } + else + { + mAlphaMaskPool = (LLRenderPass*) new_poolp; + } + break; + + case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK: + if (mFullbrightAlphaMaskPool) + { + llassert(0); + LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL; + break; + } + else + { + mFullbrightAlphaMaskPool = (LLRenderPass*) new_poolp; + } + break; + + case LLDrawPool::POOL_GRASS: + if (mGrassPool) + { + llassert(0); + LL_WARNS() << "Ignoring duplicate grass pool." << LL_ENDL; + } + else + { + mGrassPool = (LLRenderPass*) new_poolp; + } + break; + + case LLDrawPool::POOL_FULLBRIGHT: + if (mFullbrightPool) + { + llassert(0); + LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL; + } + else + { + mFullbrightPool = (LLRenderPass*) new_poolp; + } + break; + + case LLDrawPool::POOL_GLOW: + if (mGlowPool) + { + llassert(0); + LL_WARNS() << "Ignoring duplicate glow pool." << LL_ENDL; + } + else + { + mGlowPool = (LLRenderPass*) new_poolp; + } + break; + + case LLDrawPool::POOL_TREE: + mTreePools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ; + break; + + case LLDrawPool::POOL_TERRAIN: + mTerrainPools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ; + break; + + case LLDrawPool::POOL_BUMP: + if (mBumpPool) + { + llassert(0); + LL_WARNS() << "Ignoring duplicate bump pool." << LL_ENDL; + } + else + { + mBumpPool = new_poolp; + } + break; + case LLDrawPool::POOL_MATERIALS: + if (mMaterialsPool) + { + llassert(0); + LL_WARNS() << "Ignorning duplicate materials pool." << LL_ENDL; + } + else + { + mMaterialsPool = new_poolp; + } + break; + case LLDrawPool::POOL_ALPHA_PRE_WATER: + if( mAlphaPoolPreWater ) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha pre-water pool" << LL_ENDL; + } + else + { + mAlphaPoolPreWater = (LLDrawPoolAlpha*) new_poolp; + } + break; + case LLDrawPool::POOL_ALPHA_POST_WATER: + if (mAlphaPoolPostWater) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha post-water pool" << LL_ENDL; + } + else + { + mAlphaPoolPostWater = (LLDrawPoolAlpha*)new_poolp; + } + break; + + case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: + break; // Do nothing + + case LLDrawPool::POOL_SKY: + if( mSkyPool ) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << LL_ENDL; + } + else + { + mSkyPool = new_poolp; + } + break; + + case LLDrawPool::POOL_WATER: + if( mWaterPool ) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water pool" << LL_ENDL; + } + else + { + mWaterPool = new_poolp; + } + break; + + case LLDrawPool::POOL_WL_SKY: + if( mWLSkyPool ) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << LL_ENDL; + } + else + { + mWLSkyPool = new_poolp; + } + break; + + case LLDrawPool::POOL_GLTF_PBR: + if( mPBROpaquePool ) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Opaque Pool" << LL_ENDL; + } + else + { + mPBROpaquePool = new_poolp; + } + break; + + case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: + if (mPBRAlphaMaskPool) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Alpha Mask Pool" << LL_ENDL; + } + else + { + mPBRAlphaMaskPool = new_poolp; + } + break; + + + default: + llassert(0); + LL_WARNS() << "Invalid Pool Type in LLPipeline::addPool()" << LL_ENDL; + break; + } +} + +void LLPipeline::removePool( LLDrawPool* poolp ) +{ + assertInitialized(); + removeFromQuickLookup(poolp); + mPools.erase(poolp); + delete poolp; +} + +void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp ) +{ + assertInitialized(); + switch( poolp->getType() ) + { + case LLDrawPool::POOL_SIMPLE: + llassert(mSimplePool == poolp); + mSimplePool = NULL; + break; + + case LLDrawPool::POOL_ALPHA_MASK: + llassert(mAlphaMaskPool == poolp); + mAlphaMaskPool = NULL; + break; + + case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK: + llassert(mFullbrightAlphaMaskPool == poolp); + mFullbrightAlphaMaskPool = NULL; + break; + + case LLDrawPool::POOL_GRASS: + llassert(mGrassPool == poolp); + mGrassPool = NULL; + break; + + case LLDrawPool::POOL_FULLBRIGHT: + llassert(mFullbrightPool == poolp); + mFullbrightPool = NULL; + break; + + case LLDrawPool::POOL_WL_SKY: + llassert(mWLSkyPool == poolp); + mWLSkyPool = NULL; + break; + + case LLDrawPool::POOL_GLOW: + llassert(mGlowPool == poolp); + mGlowPool = NULL; + break; + + case LLDrawPool::POOL_TREE: + #ifdef _DEBUG + { + bool found = mTreePools.erase( (uintptr_t)poolp->getTexture() ); + llassert( found ); + } + #else + mTreePools.erase( (uintptr_t)poolp->getTexture() ); + #endif + break; + + case LLDrawPool::POOL_TERRAIN: + #ifdef _DEBUG + { + bool found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() ); + llassert( found ); + } + #else + mTerrainPools.erase( (uintptr_t)poolp->getTexture() ); + #endif + break; + + case LLDrawPool::POOL_BUMP: + llassert( poolp == mBumpPool ); + mBumpPool = NULL; + break; + + case LLDrawPool::POOL_MATERIALS: + llassert(poolp == mMaterialsPool); + mMaterialsPool = NULL; + break; + + case LLDrawPool::POOL_ALPHA_PRE_WATER: + llassert( poolp == mAlphaPoolPreWater ); + mAlphaPoolPreWater = nullptr; + break; + + case LLDrawPool::POOL_ALPHA_POST_WATER: + llassert(poolp == mAlphaPoolPostWater); + mAlphaPoolPostWater = nullptr; + break; + + case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: + break; // Do nothing + + case LLDrawPool::POOL_SKY: + llassert( poolp == mSkyPool ); + mSkyPool = NULL; + break; + + case LLDrawPool::POOL_WATER: + llassert( poolp == mWaterPool ); + mWaterPool = NULL; + break; + + case LLDrawPool::POOL_GLTF_PBR: + llassert( poolp == mPBROpaquePool ); + mPBROpaquePool = NULL; + break; + + case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: + llassert(poolp == mPBRAlphaMaskPool); + mPBRAlphaMaskPool = NULL; + break; + + default: + llassert(0); + LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL; + break; + } +} + +void LLPipeline::resetDrawOrders() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + assertInitialized(); + // Iterate through all of the draw pools and rebuild them. + for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) + { + LLDrawPool *poolp = *iter; + poolp->resetDrawOrders(); + } +} + +//============================================================================ +// Once-per-frame setup of hardware lights, +// including sun/moon, avatar backlight, and up to 6 local lights + +void LLPipeline::setupAvatarLights(bool for_edit) +{ + assertInitialized(); + + LLEnvironment& environment = LLEnvironment::instance(); + LLSettingsSky::ptr_t psky = environment.getCurrentSky(); + + bool sun_up = environment.getIsSunUp(); + + + if (for_edit) + { + LLColor4 diffuse(1.f, 1.f, 1.f, 0.f); + LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light + LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview(); + LLMatrix4 camera_rot(camera_mat.getMat3()); + camera_rot.invert(); + LLVector4 light_pos = light_pos_cam * camera_rot; + + light_pos.normalize(); + + LLLightState* light = gGL.getLight(1); + + mHWLightColors[1] = diffuse; + + light->setDiffuse(diffuse); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + light->setPosition(light_pos); + light->setConstantAttenuation(1.f); + light->setLinearAttenuation(0.f); + light->setQuadraticAttenuation(0.f); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); + } + else if (gAvatarBacklight) + { + LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir); + LLVector3 opposite_pos = -light_dir; + LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis; + LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f); + backlight_pos.normalize(); + + LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse; + + LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f); + F32 max_component = 0.001f; + for (S32 i = 0; i < 3; i++) + { + if (backlight_diffuse.mV[i] > max_component) + { + max_component = backlight_diffuse.mV[i]; + } + } + F32 backlight_mag; + if (LLEnvironment::instance().getIsSunUp()) + { + backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT; + } + else + { + backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT; + } + backlight_diffuse *= backlight_mag / max_component; + + mHWLightColors[1] = backlight_diffuse; + + LLLightState* light = gGL.getLight(1); + + light->setPosition(backlight_pos); + light->setDiffuse(backlight_diffuse); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + light->setConstantAttenuation(1.f); + light->setLinearAttenuation(0.f); + light->setQuadraticAttenuation(0.f); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); + } + else + { + LLLightState* light = gGL.getLight(1); + + mHWLightColors[1] = LLColor4::black; + + light->setDiffuse(LLColor4::black); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + } +} + +static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; + F32 inten = light->getLightIntensity(); + if (inten < .001f) + { + return max_dist; + } + bool selected = light->isSelected(); + if (selected) + { + return 0.f; // selected lights get highest priority + } + F32 radius = light->getLightRadius(); + F32 dist = dist_vec(light->getRenderPosition(), cam_pos); + dist = llmax(dist - radius, 0.f); + if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE)) + { + // moving lights get a little higher priority (too much causes artifacts) + dist = llmax(dist - light->getLightRadius()*0.25f, 0.f); + } + return dist; +} + +void LLPipeline::calcNearbyLights(LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; + assertInitialized(); + + if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs) + { + return; + } + + static LLCachedControl local_light_count(gSavedSettings, "RenderLocalLightCount", 256); + + if (local_light_count >= 1) + { + // mNearbyLight (and all light_set_t's) are sorted such that + // begin() == the closest light and rbegin() == the farthest light + const S32 MAX_LOCAL_LIGHTS = 6; + LLVector3 cam_pos = camera.getOrigin(); + + F32 max_dist; + if (LLPipeline::sRenderDeferred) + { + max_dist = RenderFarClip; + } + else + { + max_dist = llmin(RenderFarClip, LIGHT_MAX_RADIUS * 4.f); + } + + // UPDATE THE EXISTING NEARBY LIGHTS + light_set_t cur_nearby_lights; + for (light_set_t::iterator iter = mNearbyLights.begin(); + iter != mNearbyLights.end(); iter++) + { + const Light* light = &(*iter); + LLDrawable* drawable = light->drawable; + const LLViewerObject *vobj = light->drawable->getVObj(); + if(vobj && vobj->getAvatar() + && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList() || vobj->getAvatar()->isTooSlow()) + ) + { + drawable->clearState(LLDrawable::NEARBY_LIGHT); + continue; + } + + LLVOVolume* volight = drawable->getVOVolume(); + if (!volight || !drawable->isState(LLDrawable::LIGHT)) + { + drawable->clearState(LLDrawable::NEARBY_LIGHT); + continue; + } + if (light->fade <= -LIGHT_FADE_TIME) + { + drawable->clearState(LLDrawable::NEARBY_LIGHT); + continue; + } + if (!sRenderAttachedLights && volight && volight->isAttachment()) + { + drawable->clearState(LLDrawable::NEARBY_LIGHT); + continue; + } + + F32 dist = calc_light_dist(volight, cam_pos, max_dist); + F32 fade = light->fade; + // actual fade gets decreased/increased by setupHWLights + // light->fade value is 'time'. + // >=0 and light will become visible as value increases + // <0 and light will fade out + if (dist < max_dist) + { + if (fade < 0) + { + // mark light to fade in + // if fade was -LIGHT_FADE_TIME - it was fully invisible + // if fade -0 - it was fully visible + // visibility goes up from 0 to LIGHT_FADE_TIME. + fade += LIGHT_FADE_TIME; + } + } + else + { + // mark light to fade out + // visibility goes down from -0 to -LIGHT_FADE_TIME. + if (fade >= LIGHT_FADE_TIME) + { + fade = -0.0001f; // was fully visible + } + else if (fade >= 0) + { + // 0.75 visible light should stay 0.75 visible, but should reverse direction + fade -= LIGHT_FADE_TIME; + } + } + cur_nearby_lights.insert(Light(drawable, dist, fade)); + } + mNearbyLights = cur_nearby_lights; + + // FIND NEW LIGHTS THAT ARE IN RANGE + light_set_t new_nearby_lights; + for (LLDrawable::ordered_drawable_set_t::iterator iter = mLights.begin(); + iter != mLights.end(); ++iter) + { + LLDrawable* drawable = *iter; + LLVOVolume* light = drawable->getVOVolume(); + if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT)) + { + continue; + } + if (light->isHUDAttachment()) + { + continue; // no lighting from HUD objects + } + if (!sRenderAttachedLights && light && light->isAttachment()) + { + continue; + } + LLVOAvatar * av = light->getAvatar(); + if (av && (av->isTooComplex() || av->isInMuteList() || av->isTooSlow())) + { + // avatars that are already in the list will be removed by removeMutedAVsLights + continue; + } + F32 dist = calc_light_dist(light, cam_pos, max_dist); + if (dist >= max_dist) + { + continue; + } + new_nearby_lights.insert(Light(drawable, dist, 0.f)); + if (!LLPipeline::sRenderDeferred && new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS) + { + new_nearby_lights.erase(--new_nearby_lights.end()); + const Light& last = *new_nearby_lights.rbegin(); + max_dist = last.dist; + } + } + + // INSERT ANY NEW LIGHTS + for (light_set_t::iterator iter = new_nearby_lights.begin(); + iter != new_nearby_lights.end(); iter++) + { + const Light* light = &(*iter); + if (LLPipeline::sRenderDeferred || mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS) + { + mNearbyLights.insert(*light); + ((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT); + } + else + { + // crazy cast so that we can overwrite the fade value + // even though gcc enforces sets as const + // (fade value doesn't affect sort so this is safe) + Light* farthest_light = (const_cast(&(*(mNearbyLights.rbegin())))); + if (light->dist < farthest_light->dist) + { + // mark light to fade out + // visibility goes down from -0 to -LIGHT_FADE_TIME. + // + // This is a mess, but for now it needs to be in sync + // with fade code above. Ex: code above detects distance < max, + // sets fade time to positive, this code then detects closer + // lights and sets fade time negative, fully compensating + // for the code above + if (farthest_light->fade >= LIGHT_FADE_TIME) + { + farthest_light->fade = -0.0001f; // was fully visible + } + else if (farthest_light->fade >= 0) + { + farthest_light->fade -= LIGHT_FADE_TIME; + } + } + else + { + break; // none of the other lights are closer + } + } + } + + //mark nearby lights not-removable. + for (light_set_t::iterator iter = mNearbyLights.begin(); + iter != mNearbyLights.end(); iter++) + { + const Light* light = &(*iter); + ((LLViewerOctreeEntryData*) light->drawable)->setVisible(); + } + } +} + +void LLPipeline::setupHWLights() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; + assertInitialized(); + + if (LLPipeline::sRenderingHUDs) + { + return; + } + + F32 light_scale = 1.f; + + if (gCubeSnapshot) + { //darken local lights when probe ambiance is above 1 + light_scale = mReflectionMapManager.mLightScale; + } + + + LLEnvironment& environment = LLEnvironment::instance(); + LLSettingsSky::ptr_t psky = environment.getCurrentSky(); + + // Ambient + LLColor4 ambient = psky->getTotalAmbient(); + + gGL.setAmbientLightColor(ambient); + + bool sun_up = environment.getIsSunUp(); + bool moon_up = environment.getIsMoonUp(); + + // Light 0 = Sun or Moon (All objects) + { + LLVector4 sun_dir(environment.getSunDirection(), 0.0f); + LLVector4 moon_dir(environment.getMoonDirection(), 0.0f); + + mSunDir.setVec(sun_dir); + mMoonDir.setVec(moon_dir); + + mSunDiffuse.setVec(psky->getSunlightColor()); + mMoonDiffuse.setVec(psky->getMoonlightColor()); + + F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]); + if (max_color > 1.f) + { + mSunDiffuse *= 1.f/max_color; + } + mSunDiffuse.clamp(); + + max_color = llmax(mMoonDiffuse.mV[0], mMoonDiffuse.mV[1], mMoonDiffuse.mV[2]); + if (max_color > 1.f) + { + mMoonDiffuse *= 1.f/max_color; + } + mMoonDiffuse.clamp(); + + // prevent underlighting from having neither lightsource facing us + if (!sun_up && !moon_up) + { + mSunDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); + mMoonDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); + mSunDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); + mMoonDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); + } + + LLVector4 light_dir = sun_up ? mSunDir : mMoonDir; + + mHWLightColors[0] = sun_up ? mSunDiffuse : mMoonDiffuse; + + LLLightState* light = gGL.getLight(0); + light->setPosition(light_dir); + + light->setSunPrimary(sun_up); + light->setDiffuse(mHWLightColors[0]); + light->setDiffuseB(mMoonDiffuse); + light->setAmbient(psky->getTotalAmbient()); + light->setSpecular(LLColor4::black); + light->setConstantAttenuation(1.f); + light->setLinearAttenuation(0.f); + light->setQuadraticAttenuation(0.f); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); + } + + // Light 1 = Backlight (for avatars) + // (set by enableLightsAvatar) + + S32 cur_light = 2; + + // Nearby lights = LIGHT 2-7 + + mLightMovingMask = 0; + + static LLCachedControl local_light_count(gSavedSettings, "RenderLocalLightCount", 256); + + if (local_light_count >= 1) + { + for (light_set_t::iterator iter = mNearbyLights.begin(); + iter != mNearbyLights.end(); ++iter) + { + LLDrawable* drawable = iter->drawable; + LLVOVolume* light = drawable->getVOVolume(); + if (!light) + { + continue; + } + + if (light->isAttachment()) + { + if (!sRenderAttachedLights) + { + continue; + } + } + + if (drawable->isState(LLDrawable::ACTIVE)) + { + mLightMovingMask |= (1<getLightLinearColor() * light_scale; + light_color.mV[3] = 0.0f; + + F32 fade = iter->fade; + if (fade < LIGHT_FADE_TIME) + { + // fade in/out light + if (fade >= 0.f) + { + fade = fade / LIGHT_FADE_TIME; + ((Light*) (&(*iter)))->fade += gFrameIntervalSeconds.value(); + } + else + { + fade = 1.f + fade / LIGHT_FADE_TIME; + ((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds.value(); + } + fade = llclamp(fade,0.f,1.f); + light_color *= fade; + } + + if (light_color.magVecSquared() < 0.001f) + { + continue; + } + + LLVector3 light_pos(light->getRenderPosition()); + LLVector4 light_pos_gl(light_pos, 1.0f); + + F32 adjusted_radius = light->getLightRadius() * (sRenderDeferred ? 1.5f : 1.0f); + if (adjusted_radius <= 0.001f) + { + continue; + } + + F32 x = (3.f * (1.f + (light->getLightFalloff() * 2.0f))); // why this magic? probably trying to match a historic behavior. + F32 linatten = x / adjusted_radius; // % of brightness at radius + + mHWLightColors[cur_light] = light_color; + LLLightState* light_state = gGL.getLight(cur_light); + + light_state->setPosition(light_pos_gl); + light_state->setDiffuse(light_color); + light_state->setAmbient(LLColor4::black); + light_state->setConstantAttenuation(0.f); + light_state->setSize(light->getLightRadius() * 1.5f); + light_state->setFalloff(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); + + if (sRenderDeferred) + { + light_state->setLinearAttenuation(linatten); + light_state->setQuadraticAttenuation(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF) + 1.f); // get falloff to match for forward deferred rendering lights + } + else + { + light_state->setLinearAttenuation(linatten); + light_state->setQuadraticAttenuation(0.f); + } + + + if (light->isLightSpotlight() // directional (spot-)light + && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on + { + LLQuaternion quat = light->getRenderRotation(); + LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction + at_axis *= quat; + + light_state->setSpotDirection(at_axis); + light_state->setSpotCutoff(90.f); + light_state->setSpotExponent(2.f); + + LLVector3 spotParams = light->getSpotLightParams(); + + const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]); + light_state->setSpecular(specular); + } + else // omnidirectional (point) light + { + light_state->setSpotExponent(0.f); + light_state->setSpotCutoff(180.f); + + // we use specular.z = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight + const LLColor4 specular(0.f, 0.f, 1.f, 0.f); + light_state->setSpecular(specular); + } + cur_light++; + if (cur_light >= 8) + { + break; // safety + } + } + } + for ( ; cur_light < 8 ; cur_light++) + { + mHWLightColors[cur_light] = LLColor4::black; + LLLightState* light = gGL.getLight(cur_light); + light->setSunPrimary(true); + light->setDiffuse(LLColor4::black); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + } + + // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), + // prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20 + + // Init GL state + for (S32 i = 0; i < 8; ++i) + { + gGL.getLight(i)->disable(); + } + mLightMask = 0; +} + +void LLPipeline::enableLights(U32 mask) +{ + assertInitialized(); + + if (mLightMask != mask) + { + stop_glerror(); + if (mask) + { + stop_glerror(); + for (S32 i=0; i<8; i++) + { + LLLightState* light = gGL.getLight(i); + if (mask & (1<enable(); + light->setDiffuse(mHWLightColors[i]); + } + else + { + light->disable(); + light->setDiffuse(LLColor4::black); + } + } + stop_glerror(); + } + mLightMask = mask; + stop_glerror(); + } +} + +void LLPipeline::enableLightsDynamic() +{ + assertInitialized(); + U32 mask = 0xff & (~2); // Local lights + enableLights(mask); + + if (isAgentAvatarValid()) + { + if (gAgentAvatarp->mSpecialRenderMode == 0) // normal + { + gPipeline.enableLightsAvatar(); + } + else if (gAgentAvatarp->mSpecialRenderMode == 2) // anim preview + { + gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f)); + } + } +} + +void LLPipeline::enableLightsAvatar() +{ + U32 mask = 0xff; // All lights + setupAvatarLights(false); + enableLights(mask); +} + +void LLPipeline::enableLightsPreview() +{ + disableLights(); + + LLColor4 ambient = PreviewAmbientColor; + gGL.setAmbientLightColor(ambient); + + LLColor4 diffuse0 = PreviewDiffuse0; + LLColor4 specular0 = PreviewSpecular0; + LLColor4 diffuse1 = PreviewDiffuse1; + LLColor4 specular1 = PreviewSpecular1; + LLColor4 diffuse2 = PreviewDiffuse2; + LLColor4 specular2 = PreviewSpecular2; + + LLVector3 dir0 = PreviewDirection0; + LLVector3 dir1 = PreviewDirection1; + LLVector3 dir2 = PreviewDirection2; + + dir0.normVec(); + dir1.normVec(); + dir2.normVec(); + + LLVector4 light_pos(dir0, 0.0f); + + LLLightState* light = gGL.getLight(1); + + light->enable(); + light->setPosition(light_pos); + light->setDiffuse(diffuse0); + light->setAmbient(ambient); + light->setSpecular(specular0); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); + + light_pos = LLVector4(dir1, 0.f); + + light = gGL.getLight(2); + light->enable(); + light->setPosition(light_pos); + light->setDiffuse(diffuse1); + light->setAmbient(ambient); + light->setSpecular(specular1); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); + + light_pos = LLVector4(dir2, 0.f); + light = gGL.getLight(3); + light->enable(); + light->setPosition(light_pos); + light->setDiffuse(diffuse2); + light->setAmbient(ambient); + light->setSpecular(specular2); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); +} + + +void LLPipeline::enableLightsAvatarEdit(const LLColor4& color) +{ + U32 mask = 0x2002; // Avatar backlight only, set ambient + setupAvatarLights(true); + enableLights(mask); + + gGL.setAmbientLightColor(color); +} + +void LLPipeline::enableLightsFullbright() +{ + assertInitialized(); + U32 mask = 0x1000; // Non-0 mask, set ambient + enableLights(mask); +} + +void LLPipeline::disableLights() +{ + enableLights(0); // no lighting (full bright) +} + +//============================================================================ + +class LLMenuItemGL; +class LLInvFVBridge; +struct cat_folder_pair; +class LLVOBranch; +class LLVOLeaf; + +void LLPipeline::findReferences(LLDrawable *drawablep) +{ + assertInitialized(); + if (mLights.find(drawablep) != mLights.end()) + { + LL_INFOS() << "In mLights" << LL_ENDL; + } + if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end()) + { + LL_INFOS() << "In mMovedList" << LL_ENDL; + } + if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end()) + { + LL_INFOS() << "In mShiftList" << LL_ENDL; + } + if (mRetexturedList.find(drawablep) != mRetexturedList.end()) + { + LL_INFOS() << "In mRetexturedList" << LL_ENDL; + } + + if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end()) + { + LL_INFOS() << "In mBuildQ1" << LL_ENDL; + } + + S32 count; + + count = gObjectList.findReferences(drawablep); + if (count) + { + LL_INFOS() << "In other drawables: " << count << " references" << LL_ENDL; + } +} + +bool LLPipeline::verify() +{ + bool ok = assertInitialized(); + if (ok) + { + for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter) + { + LLDrawPool *poolp = *iter; + if (!poolp->verify()) + { + ok = false; + } + } + } + + if (!ok) + { + LL_WARNS() << "Pipeline verify failed!" << LL_ENDL; + } + return ok; +} + +////////////////////////////// +// +// Collision detection +// +// + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * A method to compute a ray-AABB intersection. + * Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990 + * Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500) + * Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only) + * + * Hence this version is faster as well as more robust than the original one. + * + * Should work provided: + * 1) the integer representation of 0.0f is 0x00000000 + * 2) the sign bit of the float is the most significant one + * + * Report bugs: p.terdiman@codercorner.com + * + * \param aabb [in] the axis-aligned bounding box + * \param origin [in] ray origin + * \param dir [in] ray direction + * \param coord [out] impact coordinates + * \return true if ray intersects AABB + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//#define RAYAABB_EPSILON 0.00001f +#define IR(x) ((U32&)x) + +bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon) +{ + bool Inside = true; + LLVector3 MinB = center - size; + LLVector3 MaxB = center + size; + LLVector3 MaxT; + MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f; + + // Find candidate planes. + for(U32 i=0;i<3;i++) + { + if(origin.mV[i] < MinB.mV[i]) + { + coord.mV[i] = MinB.mV[i]; + Inside = false; + + // Calculate T distances to candidate planes + if(IR(dir.mV[i])) MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i]; + } + else if(origin.mV[i] > MaxB.mV[i]) + { + coord.mV[i] = MaxB.mV[i]; + Inside = false; + + // Calculate T distances to candidate planes + if(IR(dir.mV[i])) MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i]; + } + } + + // Ray origin inside bounding box + if(Inside) + { + coord = origin; + return true; + } + + // Get largest of the maxT's for final choice of intersection + U32 WhichPlane = 0; + if(MaxT.mV[1] > MaxT.mV[WhichPlane]) WhichPlane = 1; + if(MaxT.mV[2] > MaxT.mV[WhichPlane]) WhichPlane = 2; + + // Check final candidate actually inside box + if(IR(MaxT.mV[WhichPlane])&0x80000000) return false; + + for(U32 i=0;i<3;i++) + { + if(i!=WhichPlane) + { + coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i]; + if (epsilon > 0) + { + if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon) return false; + } + else + { + if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i]) return false; + } + } + } + return true; // ray hits box +} + +////////////////////////////// +// +// Macros, functions, and inline methods from other classes +// +// + +void LLPipeline::setLight(LLDrawable *drawablep, bool is_light) +{ + if (drawablep && assertInitialized()) + { + if (is_light) + { + mLights.insert(drawablep); + drawablep->setState(LLDrawable::LIGHT); + } + else + { + drawablep->clearState(LLDrawable::LIGHT); + mLights.erase(drawablep); + } + } +} + +//static +void LLPipeline::toggleRenderType(U32 type) +{ + gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type]; + if (type == LLPipeline::RENDER_TYPE_WATER) + { + gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER]; + } +} + +//static +void LLPipeline::toggleRenderTypeControl(U32 type) +{ + gPipeline.toggleRenderType(type); +} + +//static +bool LLPipeline::hasRenderTypeControl(U32 type) +{ + return gPipeline.hasRenderType(type); +} + +// Allows UI items labeled "Hide foo" instead of "Show foo" +//static +bool LLPipeline::toggleRenderTypeControlNegated(S32 type) +{ + return !gPipeline.hasRenderType(type); +} + +//static +void LLPipeline::toggleRenderDebug(U64 bit) +{ + if (gPipeline.hasRenderDebugMask(bit)) + { + LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << LL_ENDL; + } + else + { + LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << LL_ENDL; + } + gPipeline.mRenderDebugMask ^= bit; +} + + +//static +bool LLPipeline::toggleRenderDebugControl(U64 bit) +{ + return gPipeline.hasRenderDebugMask(bit); +} + +//static +void LLPipeline::toggleRenderDebugFeature(U32 bit) +{ + gPipeline.mRenderDebugFeatureMask ^= bit; +} + + +//static +bool LLPipeline::toggleRenderDebugFeatureControl(U32 bit) +{ + return gPipeline.hasRenderDebugFeatureMask(bit); +} + +void LLPipeline::setRenderDebugFeatureControl(U32 bit, bool value) +{ + if (value) + { + gPipeline.mRenderDebugFeatureMask |= bit; + } + else + { + gPipeline.mRenderDebugFeatureMask &= !bit; + } +} + +void LLPipeline::pushRenderDebugFeatureMask() +{ + mRenderDebugFeatureStack.push(mRenderDebugFeatureMask); +} + +void LLPipeline::popRenderDebugFeatureMask() +{ + if (mRenderDebugFeatureStack.empty()) + { + LL_ERRS() << "Depleted render feature stack." << LL_ENDL; + } + + mRenderDebugFeatureMask = mRenderDebugFeatureStack.top(); + mRenderDebugFeatureStack.pop(); +} + +// static +void LLPipeline::setRenderScriptedBeacons(bool val) +{ + sRenderScriptedBeacons = val; +} + +// static +void LLPipeline::toggleRenderScriptedBeacons() +{ + sRenderScriptedBeacons = !sRenderScriptedBeacons; +} + +// static +bool LLPipeline::getRenderScriptedBeacons() +{ + return sRenderScriptedBeacons; +} + +// static +void LLPipeline::setRenderScriptedTouchBeacons(bool val) +{ + sRenderScriptedTouchBeacons = val; +} + +// static +void LLPipeline::toggleRenderScriptedTouchBeacons() +{ + sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons; +} + +// static +bool LLPipeline::getRenderScriptedTouchBeacons() +{ + return sRenderScriptedTouchBeacons; +} + +// static +void LLPipeline::setRenderMOAPBeacons(bool val) +{ + sRenderMOAPBeacons = val; +} + +// static +void LLPipeline::toggleRenderMOAPBeacons() +{ + sRenderMOAPBeacons = !sRenderMOAPBeacons; +} + +// static +bool LLPipeline::getRenderMOAPBeacons() +{ + return sRenderMOAPBeacons; +} + +// static +void LLPipeline::setRenderPhysicalBeacons(bool val) +{ + sRenderPhysicalBeacons = val; +} + +// static +void LLPipeline::toggleRenderPhysicalBeacons() +{ + sRenderPhysicalBeacons = !sRenderPhysicalBeacons; +} + +// static +bool LLPipeline::getRenderPhysicalBeacons() +{ + return sRenderPhysicalBeacons; +} + +// static +void LLPipeline::setRenderParticleBeacons(bool val) +{ + sRenderParticleBeacons = val; +} + +// static +void LLPipeline::toggleRenderParticleBeacons() +{ + sRenderParticleBeacons = !sRenderParticleBeacons; +} + +// static +bool LLPipeline::getRenderParticleBeacons() +{ + return sRenderParticleBeacons; +} + +// static +void LLPipeline::setRenderSoundBeacons(bool val) +{ + sRenderSoundBeacons = val; +} + +// static +void LLPipeline::toggleRenderSoundBeacons() +{ + sRenderSoundBeacons = !sRenderSoundBeacons; +} + +// static +bool LLPipeline::getRenderSoundBeacons() +{ + return sRenderSoundBeacons; +} + +// static +void LLPipeline::setRenderBeacons(bool val) +{ + sRenderBeacons = val; +} + +// static +void LLPipeline::toggleRenderBeacons() +{ + sRenderBeacons = !sRenderBeacons; +} + +// static +bool LLPipeline::getRenderBeacons() +{ + return sRenderBeacons; +} + +// static +void LLPipeline::setRenderHighlights(bool val) +{ + sRenderHighlight = val; +} + +// static +void LLPipeline::toggleRenderHighlights() +{ + sRenderHighlight = !sRenderHighlight; +} + +// static +bool LLPipeline::getRenderHighlights() +{ + return sRenderHighlight; +} + +// static +void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel) +{ + sRenderHighlightTextureChannel = channel; +} + +LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection, + S32* face_hit) +{ + LLVector4a local_end = end; + + LLVector4a position; + + LLDrawable* drawable = NULL; + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + + LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_PARTICLE); + if (part && hasRenderType(part->mDrawableType)) + { + LLDrawable* hit = part->lineSegmentIntersect(start, local_end, true, false, true, false, face_hit, &position, NULL, NULL, NULL); + if (hit) + { + drawable = hit; + local_end = position; + } + } + } + + LLVOPartGroup* ret = NULL; + if (drawable) + { + //make sure we're returning an LLVOPartGroup + llassert(drawable->getVObj()->getPCode() == LLViewerObject::LL_VO_PART_GROUP); + ret = (LLVOPartGroup*) drawable->getVObj().get(); + } + + if (intersection) + { + *intersection = position; + } + + return ret; +} + +LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end, + bool pick_transparent, + bool pick_rigged, + bool pick_unselectable, + bool pick_reflection_probe, + S32* face_hit, + LLVector4a* intersection, // return the intersection point + LLVector2* tex_coord, // return the texture coordinates of the intersection point + LLVector4a* normal, // return the surface normal at the intersection point + LLVector4a* tangent // return the surface tangent at the intersection point + ) +{ + LLDrawable* drawable = NULL; + + LLVector4a local_end = end; + + LLVector4a position; + + sPickAvatar = false; //! LLToolMgr::getInstance()->inBuildMode(); + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + + for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++) + { + if ((j == LLViewerRegion::PARTITION_VOLUME) || + (j == LLViewerRegion::PARTITION_BRIDGE) || + (j == LLViewerRegion::PARTITION_AVATAR) || // for attachments + (j == LLViewerRegion::PARTITION_CONTROL_AV) || + (j == LLViewerRegion::PARTITION_TERRAIN) || + (j == LLViewerRegion::PARTITION_TREE) || + (j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now + { + LLSpatialPartition* part = region->getSpatialPartition(j); + if (part && hasRenderType(part->mDrawableType)) + { + LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, face_hit, &position, tex_coord, normal, tangent); + if (hit) + { + drawable = hit; + local_end = position; + } + } + } + } + } + + if (!sPickAvatar) + { + //save hit info in case we need to restore + //due to attachment override + LLVector4a local_normal; + LLVector4a local_tangent; + LLVector2 local_texcoord; + S32 local_face_hit = -1; + + if (face_hit) + { + local_face_hit = *face_hit; + } + if (tex_coord) + { + local_texcoord = *tex_coord; + } + if (tangent) + { + local_tangent = *tangent; + } + else + { + local_tangent.clear(); + } + if (normal) + { + local_normal = *normal; + } + else + { + local_normal.clear(); + } + + const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f; + + //check against avatars + sPickAvatar = true; + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + + LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_AVATAR); + if (part && hasRenderType(part->mDrawableType)) + { + LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, face_hit, &position, tex_coord, normal, tangent); + if (hit) + { + LLVector4a delta; + delta.setSub(position, local_end); + + if (!drawable || + !drawable->getVObj()->isAttachment() || + delta.getLength3().getF32() > ATTACHMENT_OVERRIDE_DIST) + { //avatar overrides if previously hit drawable is not an attachment or + //attachment is far enough away from detected intersection + drawable = hit; + local_end = position; + } + else + { //prioritize attachments over avatars + position = local_end; + + if (face_hit) + { + *face_hit = local_face_hit; + } + if (tex_coord) + { + *tex_coord = local_texcoord; + } + if (tangent) + { + *tangent = local_tangent; + } + if (normal) + { + *normal = local_normal; + } + } + } + } + } + } + + //check all avatar nametags (silly, isn't it?) + for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin(); + iter != LLCharacter::sInstances.end(); + ++iter) + { + LLVOAvatar* av = (LLVOAvatar*) *iter; + if (av->mNameText.notNull() + && av->mNameText->lineSegmentIntersect(start, local_end, position)) + { + drawable = av->mDrawable; + local_end = position; + } + } + + if (intersection) + { + *intersection = position; + } + + return drawable ? drawable->getVObj().get() : NULL; +} + +LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end, + bool pick_transparent, + S32* face_hit, + LLVector4a* intersection, // return the intersection point + LLVector2* tex_coord, // return the texture coordinates of the intersection point + LLVector4a* normal, // return the surface normal at the intersection point + LLVector4a* tangent // return the surface tangent at the intersection point + ) +{ + LLDrawable* drawable = NULL; + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + + bool toggle = false; + if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD)) + { + toggleRenderType(LLPipeline::RENDER_TYPE_HUD); + toggle = true; + } + + LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD); + if (part) + { + LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, false, true, false, face_hit, intersection, tex_coord, normal, tangent); + if (hit) + { + drawable = hit; + } + } + + if (toggle) + { + toggleRenderType(LLPipeline::RENDER_TYPE_HUD); + } + } + return drawable ? drawable->getVObj().get() : NULL; +} + +LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj) +{ + if (vobj) + { + LLViewerRegion* region = vobj->getRegion(); + if (region) + { + return region->getSpatialPartition(vobj->getPartitionType()); + } + } + return NULL; +} + +void LLPipeline::resetVertexBuffers(LLDrawable* drawable) +{ + if (!drawable) + { + return; + } + + for (S32 i = 0; i < drawable->getNumFaces(); i++) + { + LLFace* facep = drawable->getFace(i); + if (facep) + { + facep->clearVertexBuffer(); + } + } +} + +void LLPipeline::renderObjects(U32 type, bool texture, bool batch_texture, bool rigged) +{ + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + + if (rigged) + { + mSimplePool->pushRiggedBatches(type + 1, texture, batch_texture); + } + else + { + mSimplePool->pushBatches(type, texture, batch_texture); + } + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; +} + +void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) +{ + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + + if (rigged) + { + mSimplePool->pushRiggedGLTFBatches(type + 1, texture); + } + else + { + mSimplePool->pushGLTFBatches(type, texture); + } + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; +} + +// Currently only used for shadows -Cosmic,2023-04-19 +void LLPipeline::renderAlphaObjects(bool rigged) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; + U32 target_width = LLRenderTarget::sCurResX; + U32 type = LLRenderPass::PASS_ALPHA; + LLVOAvatar* lastAvatar = nullptr; + U64 lastMeshId = 0; + auto* begin = gPipeline.beginRenderMap(type); + auto* end = gPipeline.endRenderMap(type); + + for (LLCullResult::drawinfo_iterator i = begin; i != end; ) + { + LLDrawInfo* pparams = *i; + LLCullResult::increment_iterator(i, end); + + if (rigged != (pparams->mAvatar != nullptr)) + { + // Pool contains both rigged and non-rigged DrawInfos. Only draw + // the objects we're interested in in this pass. + continue; + } + + if (rigged) + { + if (pparams->mGLTFMaterial) + { + gDeferredShadowGLTFAlphaBlendProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + mSimplePool->pushRiggedGLTFBatch(*pparams, lastAvatar, lastMeshId); + } + else + { + gDeferredShadowAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash) + { + mSimplePool->uploadMatrixPalette(*pparams); + lastAvatar = pparams->mAvatar; + lastMeshId = pparams->mSkinInfo->mHash; + } + + mSimplePool->pushBatch(*pparams, true, true); + } + } + else + { + if (pparams->mGLTFMaterial) + { + gDeferredShadowGLTFAlphaBlendProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + mSimplePool->pushGLTFBatch(*pparams); + } + else + { + gDeferredShadowAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + mSimplePool->pushBatch(*pparams, true, true); + } + } + } + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; +} + +// Currently only used for shadows -Cosmic,2023-04-19 +void LLPipeline::renderMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged) +{ + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + if (rigged) + { + mAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture); + } + else + { + mAlphaMaskPool->pushMaskBatches(type, texture, batch_texture); + } + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; +} + +// Currently only used for shadows -Cosmic,2023-04-19 +void LLPipeline::renderFullbrightMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged) +{ + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + if (rigged) + { + mFullbrightAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture); + } + else + { + mFullbrightAlphaMaskPool->pushMaskBatches(type, texture, batch_texture); + } + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; +} + +void apply_cube_face_rotation(U32 face) +{ + switch (face) + { + case 0: + gGL.rotatef(90.f, 0, 1, 0); + gGL.rotatef(180.f, 1, 0, 0); + break; + case 2: + gGL.rotatef(-90.f, 1, 0, 0); + break; + case 4: + gGL.rotatef(180.f, 0, 1, 0); + gGL.rotatef(180.f, 0, 0, 1); + break; + case 1: + gGL.rotatef(-90.f, 0, 1, 0); + gGL.rotatef(180.f, 1, 0, 0); + break; + case 3: + gGL.rotatef(90, 1, 0, 0); + break; + case 5: + gGL.rotatef(180, 0, 0, 1); + break; + } +} + +void validate_framebuffer_object() +{ + GLenum status; + status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); + switch(status) + { + case GL_FRAMEBUFFER_COMPLETE: + //framebuffer OK, no error. + break; + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: + // frame buffer not OK: probably means unsupported depth buffer format + LL_ERRS() << "Framebuffer Incomplete Missing Attachment." << LL_ENDL; + break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: + // frame buffer not OK: probably means unsupported depth buffer format + LL_ERRS() << "Framebuffer Incomplete Attachment." << LL_ENDL; + break; + case GL_FRAMEBUFFER_UNSUPPORTED: + /* choose different formats */ + LL_ERRS() << "Framebuffer unsupported." << LL_ENDL; + break; + default: + LL_ERRS() << "Unknown framebuffer status." << LL_ENDL; + break; + } +} + +void LLPipeline::bindScreenToTexture() +{ + +} + +static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom"); + +void LLPipeline::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex) +{ + dst->bindTarget(); + gDeferredBufferVisualProgram.bind(); + gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex); + + static LLStaticHashedString mipLevel("mipLevel"); + if (RenderBufferVisualization != 4) + gDeferredBufferVisualProgram.uniform1f(mipLevel, 0); + else + gDeferredBufferVisualProgram.uniform1f(mipLevel, 8); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + gDeferredBufferVisualProgram.unbind(); + dst->flush(); +} + +void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) +{ + // luminance sample and mipmap generation + { + LL_PROFILE_GPU_ZONE("luminance sample"); + + dst->bindTarget(); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + gLuminanceProgram.bind(); + + S32 channel = 0; + channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); + if (channel > -1) + { + src->bindTexture(0, channel, LLTexUnit::TFO_POINT); + } + + channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); + if (channel > -1) + { + mGlow[1].bindTexture(0, channel); + } + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + dst->flush(); + + // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance" + // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader + gLuminanceProgram.unbind(); + } +} + +void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) { + // exposure sample + { + LL_PROFILE_GPU_ZONE("exposure sample"); + + { + // copy last frame's exposure into mLastExposure + mLastExposure.bindTarget(); + gCopyProgram.bind(); + gGL.getTexUnit(0)->bind(dst); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mLastExposure.flush(); + } + + dst->bindTarget(); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + gExposureProgram.bind(); + + S32 channel = gExposureProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); + if (channel > -1) + { + mLuminanceMap.bindTexture(0, channel, LLTexUnit::TFO_TRILINEAR); + } + + channel = gExposureProgram.enableTexture(LLShaderMgr::EXPOSURE_MAP); + if (channel > -1) + { + mLastExposure.bindTexture(0, channel); + } + + static LLStaticHashedString dt("dt"); + static LLStaticHashedString noiseVec("noiseVec"); + static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params"); + static LLCachedControl dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f); + static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky(); + + F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(should_auto_adjust); + F32 exp_min = 1.f; + F32 exp_max = 1.f; + + if (probe_ambiance > 0.f) + { + F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma())*2.f; + + if (hdr_scale > 1.f) + { + exp_min = 1.f / hdr_scale; + exp_max = hdr_scale; + } + } + gExposureProgram.uniform1f(dt, gFrameIntervalSeconds); + gExposureProgram.uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0); + gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); + gExposureProgram.unbind(); + dst->flush(); + } +} + +void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { + dst->bindTarget(); + // gamma correct lighting + { + LL_PROFILE_GPU_ZONE("gamma correct"); + + static LLCachedControl buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + // Apply gamma correction to the frame here. + + static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + + bool no_post = gSnapshotNoPost || (buildNoPost && gFloaterTools->isAvailable()); + LLGLSLShader& shader = no_post ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping) + psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : + gDeferredPostGammaCorrectProgram; + + shader.bind(); + + S32 channel = 0; + + shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + + shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); + + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, src->getWidth(), src->getHeight()); + + static LLCachedControl exposure(gSavedSettings, "RenderExposure", 1.f); + + F32 e = llclamp(exposure(), 0.5f, 4.f); + + static LLStaticHashedString s_exposure("exposure"); + + shader.uniform1f(s_exposure, e); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gGL.getTexUnit(channel)->unbind(src->getUsage()); + shader.unbind(); + } + dst->flush(); +} + +void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) +{ + + if (RenderScreenSpaceReflections && !gCubeSnapshot) + { + LL_PROFILE_GPU_ZONE("ssr copy"); + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + + LLRenderTarget& depth_src = mRT->deferredScreen; + + dst->bindTarget(); + dst->clear(); + gCopyDepthProgram.bind(); + + S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); + S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + + gGL.getTexUnit(diff_map)->bind(src); + gGL.getTexUnit(depth_map)->bind(&depth_src, true); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + dst->flush(); + } +} + +void LLPipeline::generateGlow(LLRenderTarget* src) +{ + if (sRenderGlow) + { + LL_PROFILE_GPU_ZONE("glow"); + mGlow[2].bindTarget(); + mGlow[2].clear(); + + gGlowExtractProgram.bind(); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; + + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, 9999); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], + lumWeights.mV[2]); + gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], + warmthWeights.mV[2]); + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount); + + if (RenderGlowNoise) + { + S32 channel = gGlowExtractProgram.enableTexture(LLShaderMgr::GLOW_NOISE_MAP); + if (channel > -1) + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, + mGlow[2].getWidth(), + mGlow[2].getHeight()); + } + + { + LLGLEnable blend_on(GL_BLEND); + + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); + + gGlowExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); + + gGL.color4f(1, 1, 1, 1); + gPipeline.enableLightsFullbright(); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mGlow[2].flush(); + } + + gGlowExtractProgram.unbind(); + + // power of two between 1 and 1024 + U32 glowResPow = RenderGlowResolutionPow; + const U32 glow_res = llmax(1, llmin(1024, 1 << glowResPow)); + + S32 kernel = RenderGlowIterations * 2; + F32 delta = RenderGlowWidth / glow_res; + // Use half the glow width if we have the res set to less than 9 so that it looks + // almost the same in either case. + if (glowResPow < 9) + { + delta *= 0.5f; + } + F32 strength = RenderGlowStrength; + + gGlowProgram.bind(); + gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength); + + for (S32 i = 0; i < kernel; i++) + { + mGlow[i % 2].bindTarget(); + mGlow[i % 2].clear(); + + if (i == 0) + { + gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[2]); + } + else + { + gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[(i - 1) % 2]); + } + + if (i % 2 == 0) + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); + } + else + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); + } + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mGlow[i % 2].flush(); + } + + gGlowProgram.unbind(); + + } + else // !sRenderGlow, skip the glow ping-pong and just clear the result target + { + mGlow[1].bindTarget(); + mGlow[1].clear(); + mGlow[1].flush(); + } +} + +void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) +{ + { + llassert(!gCubeSnapshot); + bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete(); + LLGLSLShader* shader = &gGlowCombineProgram; + + S32 width = dst->getWidth(); + S32 height = dst->getHeight(); + + // Present everything. + if (multisample) + { + LL_PROFILE_GPU_ZONE("aa"); + // bake out texture2D with RGBL for FXAA shader + mRT->fxaaBuffer.bindTarget(); + + shader = &gGlowCombineFXAAProgram; + shader->bind(); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + if (channel > -1) + { + src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + shader->unbind(); + + mRT->fxaaBuffer.flush(); + + dst->bindTarget(); + shader = &gFXAAProgram; + shader->bind(); + + channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage()); + if (channel > -1) + { + mRT->fxaaBuffer.bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + + F32 scale_x = (F32)width / mRT->fxaaBuffer.getWidth(); + F32 scale_y = (F32)height / mRT->fxaaBuffer.getHeight(); + shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y); + shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f / width * scale_x, 1.f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f / width * scale_x, -0.5f / height * scale_y, + 0.5f / width * scale_x, 0.5f / height * scale_y); + shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f / width * scale_x, -2.f / height * scale_y, + 2.f / width * scale_x, 2.f / height * scale_y); + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + shader->unbind(); + dst->flush(); + } + else { + copyRenderTarget(src, dst); + } + } +} + +void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) +{ + + LL_PROFILE_GPU_ZONE("copyRenderTarget"); + dst->bindTarget(); + + gDeferredPostNoDoFProgram.bind(); + + gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); + gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + + { + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + gDeferredPostNoDoFProgram.unbind(); + + dst->flush(); +} + +void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) +{ + // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer. + + dst->bindTarget(); + + { + + gGlowCombineProgram.bind(); + + gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); + gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + dst->flush(); +} + +void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) +{ + { + bool dof_enabled = + (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && + RenderDepthOfField && + !gCubeSnapshot; + + gViewerWindow->setup3DViewport(); + + if (dof_enabled) + { + LL_PROFILE_GPU_ZONE("dof"); + LLGLDisable blend(GL_BLEND); + + // depth of field focal plane calculations + static F32 current_distance = 16.f; + static F32 start_distance = 16.f; + static F32 transition_time = 1.f; + + LLVector3 focus_point; + + LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); + if (obj && obj->mDrawable && obj->isSelected()) + { // focus on selected media object + S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); + if (obj && obj->mDrawable) + { + LLFace* face = obj->mDrawable->getFace(face_idx); + if (face) + { + focus_point = face->getPositionAgent(); + } + } + } + + if (focus_point.isExactlyZero()) + { + if (LLViewerJoystick::getInstance()->getOverrideCamera()) + { // focus on point under cursor + focus_point.set(gDebugRaycastIntersection.getF32ptr()); + } + else if (gAgentCamera.cameraMouselook()) + { // focus on point under mouselook crosshairs + LLVector4a result; + result.clear(); + + gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, false, false, true, true, NULL, &result); + + focus_point.set(result.getF32ptr()); + } + else + { + // focus on alt-zoom target + LLViewerRegion* region = gAgent.getRegion(); + if (region) + { + focus_point = LLVector3(gAgentCamera.getFocusGlobal() - region->getOriginGlobal()); + } + } + } + + LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); + F32 target_distance = 16.f; + if (!focus_point.isExactlyZero()) + { + target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point - eye); + } + + if (transition_time >= 1.f && fabsf(current_distance - target_distance) / current_distance > 0.01f) + { // large shift happened, interpolate smoothly to new target distance + transition_time = 0.f; + start_distance = current_distance; + } + else if (transition_time < 1.f) + { // currently in a transition, continue interpolating + transition_time += 1.f / CameraFocusTransitionTime * gFrameIntervalSeconds.value(); + transition_time = llmin(transition_time, 1.f); + + F32 t = cosf(transition_time * F_PI + F_PI) * 0.5f + 0.5f; + current_distance = start_distance + (target_distance - start_distance) * t; + } + else + { // small or no change, just snap to target distance + current_distance = target_distance; + } + + // convert to mm + F32 subject_distance = current_distance * 1000.f; + F32 fnumber = CameraFNumber; + F32 default_focal_length = CameraFocalLength; + + F32 fov = LLViewerCamera::getInstance()->getView(); + + const F32 default_fov = CameraFieldOfView * F_PI / 180.f; + + // F32 aspect_ratio = (F32) mRT->screen.getWidth()/(F32)mRT->screen.getHeight(); + + F32 dv = 2.f * default_focal_length * tanf(default_fov / 2.f); + + F32 focal_length = dv / (2 * tanf(fov / 2.f)); + + // F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); + + // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) + // where N = fnumber + // s2 = dot distance + // s1 = subject distance + // f = focal length + // + + F32 blur_constant = focal_length * focal_length / (fnumber * (subject_distance - focal_length)); + blur_constant /= 1000.f; // convert to meters for shader + F32 magnification = focal_length / (subject_distance - focal_length); + + { // build diffuse+bloom+CoF + mRT->deferredLight.bindTarget(); + + gDeferredCoFProgram.bind(); + + gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); + gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + + gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); + gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + gDeferredCoFProgram.unbind(); + mRT->deferredLight.flush(); + } + + U32 dof_width = (U32)(mRT->screen.getWidth() * CameraDoFResScale); + U32 dof_height = (U32)(mRT->screen.getHeight() * CameraDoFResScale); + + { // perform DoF sampling at half-res (preserve alpha channel) + src->bindTarget(); + glViewport(0, 0, dof_width, dof_height); + + gGL.setColorMask(true, false); + + gDeferredPostProgram.bind(); + gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT); + + gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gDeferredPostProgram.unbind(); + + src->flush(); + gGL.setColorMask(true, true); + } + + { // combine result based on alpha + + dst->bindTarget(); + if (RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete()) + { + glViewport(0, 0, dst->getWidth(), dst->getHeight()); + } + else + { + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + } + + gDeferredDoFCombineProgram.bind(); + gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); + gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT); + + gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)src->getHeight()); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gDeferredDoFCombineProgram.unbind(); + + dst->flush(); + } + } + else + { + copyRenderTarget(src, dst); + } + } +} + +void LLPipeline::renderFinalize() +{ + llassert(!gCubeSnapshot); + LLVertexBuffer::unbind(); + LLGLState::checkStates(); + + assertInitialized(); + + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); + LL_PROFILE_GPU_ZONE("renderFinalize"); + + gGL.color4f(1, 1, 1, 1); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + LLGLDisable cull(GL_CULL_FACE); + + enableLightsFullbright(); + + gGL.setColorMask(true, true); + glClearColor(0, 0, 0, 0); + + + copyScreenSpaceReflections(&mRT->screen, &mSceneMap); + + generateLuminance(&mRT->screen, &mLuminanceMap); + + generateExposure(&mLuminanceMap, &mExposureMap); + + gammaCorrect(&mRT->screen, &mPostMap); + + LLVertexBuffer::unbind(); + + generateGlow(&mPostMap); + + combineGlow(&mPostMap, &mRT->screen); + + gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]); + + renderDoF(&mRT->screen, &mPostMap); + + applyFXAA(&mPostMap, &mRT->screen); + LLRenderTarget* finalBuffer = &mRT->screen; + if (RenderBufferVisualization > -1) + { + finalBuffer = &mPostMap; + switch (RenderBufferVisualization) + { + case 0: + case 1: + case 2: + case 3: + visualizeBuffers(&mRT->deferredScreen, finalBuffer, RenderBufferVisualization); + break; + case 4: + visualizeBuffers(&mLuminanceMap, finalBuffer, 0); + default: + break; + } + } + + // Present the screen target. + + gDeferredPostNoDoFProgram.bind(); + + // Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems. + gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer); + gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + gDeferredPostNoDoFProgram.unbind(); + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + renderPhysicsDisplay(); + } + + /*if (LLRenderTarget::sUseFBO && !gCubeSnapshot) + { // copy depth buffer from mRT->screen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mRT->screen, 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), 0, 0, + mRT->screen.getWidth(), mRT->screen.getHeight(), + GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + }*/ + + LLVertexBuffer::unbind(); + + LLGLState::checkStates(); + + // flush calls made to "addTrianglesDrawn" so far to stats machinery + recordTrianglesDrawn(); +} + +void LLPipeline::bindLightFunc(LLGLSLShader& shader) +{ + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); + if (channel > -1) + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_BRDF_LUT, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + mPbrBrdfLut.bindTexture(0, channel); + } +} + +void LLPipeline::bindShadowMaps(LLGLSLShader& shader) +{ + for (U32 i = 0; i < 4; i++) + { + LLRenderTarget* shadow_target = getSunShadowTarget(i); + if (shadow_target) + { + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(getSunShadowTarget(i), true); + } + } + } + + for (U32 i = 4; i < 6; i++) + { + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i); + if (channel > -1) + { + LLRenderTarget* shadow_target = getSpotShadowTarget(i - 4); + if (shadow_target) + { + gGL.getTexUnit(channel)->bind(shadow_target, true); + } + } + } +} + +void LLPipeline::bindDeferredShaderFast(LLGLSLShader& shader) +{ + if (shader.mCanBindFast) + { // was previously fully bound, use fast path + shader.bind(); + bindLightFunc(shader); + bindShadowMaps(shader); + bindReflectionProbes(shader); + } + else + { //wasn't previously bound, use slow path + bindDeferredShader(shader); + shader.mCanBindFast = true; + } +} + +void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target, LLRenderTarget* depth_target) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LLRenderTarget* deferred_target = &mRT->deferredScreen; + LLRenderTarget* deferred_light_target = &mRT->deferredLight; + + shader.bind(); + S32 channel = 0; + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); + if (channel > -1) + { + deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); + if (channel > -1) + { + deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT); // frag_data[1] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); + if (channel > -1) + { + deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); + if (channel > -1) + { + deferred_target->bindTexture(3, channel, LLTexUnit::TFO_POINT); // frag_data[3] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); + if (channel > -1) + { + if (depth_target) + { + gGL.getTexUnit(channel)->bind(depth_target, true); + } + else + { + gGL.getTexUnit(channel)->bind(deferred_target, true); + } + stop_glerror(); + } + + channel = shader.enableTexture(LLShaderMgr::EXPOSURE_MAP); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(&mExposureMap); + } + + if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1) + { + shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], + (F32) gGLViewport[1], + (F32) gGLViewport[2], + (F32) gGLViewport[3]); + } + + if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) + { + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, mReflectionModelView.m); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); + if (channel > -1) + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + bindLightFunc(shader); + + stop_glerror(); + + light_target = light_target ? light_target : deferred_light_target; + channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage()); + if (channel > -1) + { + if (light_target->isComplete()) + { + light_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); + } + else + { + gGL.getTexUnit(channel)->bindFast(LLViewerFetchedTexture::sWhiteImagep); + } + } + + stop_glerror(); + + bindShadowMaps(shader); + + stop_glerror(); + + F32 mat[16*6]; + for (U32 i = 0; i < 16; i++) + { + mat[i] = mSunShadowMatrix[0].m[i]; + mat[i+16] = mSunShadowMatrix[1].m[i]; + mat[i+32] = mSunShadowMatrix[2].m[i]; + mat[i+48] = mSunShadowMatrix[3].m[i]; + mat[i+64] = mSunShadowMatrix[4].m[i]; + mat[i+80] = mSunShadowMatrix[5].m[i]; + } + + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat); + + stop_glerror(); + + if (!LLPipeline::sReflectionProbesEnabled) + { + channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); + if (channel > -1) + { + LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; + if (cube_map) + { + cube_map->enable(channel); + cube_map->bind(); + } + + F32* m = gGLModelView; + + F32 mat[] = { m[0], m[1], m[2], + m[4], m[5], m[6], + m[8], m[9], m[10] }; + + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); + } + } + + bindReflectionProbes(shader); + + if (gAtmosphere) + { + // bind precomputed textures necessary for calculating sun and sky luminance + channel = shader.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); + } + + channel = shader.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); + } + + channel = shader.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); + } + + channel = shader.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); + } + } + + /*if (gCubeSnapshot) + { // we only really care about the first two values, but the shader needs increasing separation between clip planes + shader.uniform4f(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1.f, 64.f, 128.f, 256.f); + } + else*/ + { + shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV); + } + shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash); + shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise); + shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize); + + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale); + + F32 ssao_factor = RenderSSAOFactor; + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor); + + LLVector3 ssao_effect = RenderSSAOEffect; + F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0; + F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0; + // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by + // value factor, and scales remainder by saturation factor + F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag, + matrix_nondiag, matrix_diag, matrix_nondiag, + matrix_nondiag, matrix_nondiag, matrix_diag}; + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat); + + //F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]); + F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f; + F32 shadow_bias = RenderShadowBias + shadow_bias_error; + + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->getHeight()); + shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f); + shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error); + shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias); + shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset); + shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias); + + shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV); + shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV); + shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mRT->shadow[0].getWidth(), mRT->shadow[0].getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mSpotShadow[0].getWidth(), mSpotShadow[0].getHeight()); + shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); + shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); + + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLDeltaModelView); + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLInverseDeltaModelView); + + shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0); + + if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) + { + glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); + shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, norm_mat.m); + } + + // auto adjust legacy sun color if needed + static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + static LLCachedControl auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f); + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLColor3 sun_diffuse(mSunDiffuse.mV); + if (should_auto_adjust && psky->canAutoAdjust()) + { + sun_diffuse *= auto_adjust_sun_color_scale; + } + + shader.uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, sun_diffuse.mV); + shader.uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV); + + shader.uniform1f(LLShaderMgr::REFLECTION_PROBE_MAX_LOD, mReflectionMapManager.mMaxProbeLOD); +} + + +LLColor3 pow3f(LLColor3 v, F32 f) +{ + v.mV[0] = powf(v.mV[0], f); + v.mV[1] = powf(v.mV[1], f); + v.mV[2] = powf(v.mV[2], f); + return v; +} + +LLVector4 pow4fsrgb(LLVector4 v, F32 f) +{ + v.mV[0] = powf(v.mV[0], f); + v.mV[1] = powf(v.mV[1], f); + v.mV[2] = powf(v.mV[2], f); + return v; +} + +void LLPipeline::renderDeferredLighting() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("renderDeferredLighting"); + if (!sCull) + { + return; + } + + llassert(!sRenderingHUDs); + + F32 light_scale = 1.f; + + if (gCubeSnapshot) + { //darken local lights when probe ambiance is above 1 + light_scale = mReflectionMapManager.mLightScale; + } + + LLRenderTarget *screen_target = &mRT->screen; + LLRenderTarget* deferred_light_target = &mRT->deferredLight; + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("deferred"); + LLViewerCamera *camera = LLViewerCamera::getInstance(); + + if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) + { + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); + } + + gGL.setColorMask(true, true); + + // draw a cube around every light + LLVertexBuffer::unbind(); + + LLGLEnable cull(GL_CULL_FACE); + LLGLEnable blend(GL_BLEND); + + glh::matrix4f mat = copy_matrix(gGLModelView); + + setupHWLights(); // to set mSun/MoonDir; + + glh::vec4f tc(mSunDir.mV); + mat.mult_matrix_vec(tc); + mTransformedSunDir.set(tc.v); + + glh::vec4f tc_moon(mMoonDir.mV); + mat.mult_matrix_vec(tc_moon); + mTransformedMoonDir.set(tc_moon.v); + + if (RenderDeferredSSAO || RenderShadowDetail > 0) + { + LL_PROFILE_GPU_ZONE("sun program"); + deferred_light_target->bindTarget(); + { // paint shadow/SSAO light map (direct lighting lightmap) + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow"); + bindDeferredShader(gDeferredSunProgram, deferred_light_target); + mScreenTriangleVB->setBuffer(); + glClearColor(1, 1, 1, 1); + deferred_light_target->clear(GL_COLOR_BUFFER_BIT); + glClearColor(0, 0, 0, 0); + + glh::matrix4f inv_trans = get_current_modelview().inverse().transpose(); + + const U32 slice = 32; + F32 offset[slice * 3]; + for (U32 i = 0; i < 4; i++) + { + for (U32 j = 0; j < 8; j++) + { + glh::vec3f v; + v.set_value(sinf(6.284f / 8 * j), cosf(6.284f / 8 * j), -(F32) i); + v.normalize(); + inv_trans.mult_matrix_vec(v); + v.normalize(); + offset[(i * 8 + j) * 3 + 0] = v.v[0]; + offset[(i * 8 + j) * 3 + 1] = v.v[2]; + offset[(i * 8 + j) * 3 + 2] = v.v[1]; + } + } + + gDeferredSunProgram.uniform3fv(sOffset, slice, offset); + gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, + deferred_light_target->getWidth(), + deferred_light_target->getHeight()); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + unbindDeferredShader(gDeferredSunProgram); + } + deferred_light_target->flush(); + } + + if (RenderDeferredSSAO) + { + // soften direct lighting lightmap + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow"); + LL_PROFILE_GPU_ZONE("soften shadow"); + // blur lightmap + screen_target->bindTarget(); + glClearColor(1, 1, 1, 1); + screen_target->clear(GL_COLOR_BUFFER_BIT); + glClearColor(0, 0, 0, 0); + + bindDeferredShader(gDeferredBlurLightProgram); + + LLVector3 go = RenderShadowGaussian; + const U32 kern_length = 4; + F32 blur_size = RenderShadowBlurSize; + F32 dist_factor = RenderShadowBlurDistFactor; + + // sample symmetrically with the middle sample falling exactly on 0.0 + F32 x = 0.f; + + LLVector3 gauss[32]; // xweight, yweight, offset + + for (U32 i = 0; i < kern_length; i++) + { + gauss[i].mV[0] = llgaussian(x, go.mV[0]); + gauss[i].mV[1] = llgaussian(x, go.mV[1]); + gauss[i].mV[2] = x; + x += 1.f; + } + + gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f); + gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor); + gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV); + gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length / 2.f - 0.5f)); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + screen_target->flush(); + unbindDeferredShader(gDeferredBlurLightProgram); + + bindDeferredShader(gDeferredBlurLightProgram, screen_target); + + deferred_light_target->bindTarget(); + + gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + deferred_light_target->flush(); + unbindDeferredShader(gDeferredBlurLightProgram); + } + + screen_target->bindTarget(); + // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky + glClearColor(0, 0, 0, 0); + screen_target->clear(GL_COLOR_BUFFER_BIT); + + if (RenderDeferredAtmospheric) + { // apply sunlight contribution + LLGLSLShader &soften_shader = gDeferredSoftenProgram; + + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics"); + LL_PROFILE_GPU_ZONE("atmospherics"); + bindDeferredShader(soften_shader); + + static LLCachedControl ssao_scale(gSavedSettings, "RenderSSAOIrradianceScale", 0.5f); + static LLCachedControl ssao_max(gSavedSettings, "RenderSSAOIrradianceMax", 0.25f); + static LLStaticHashedString ssao_scale_str("ssao_irradiance_scale"); + static LLStaticHashedString ssao_max_str("ssao_irradiance_max"); + + soften_shader.uniform1f(ssao_scale_str, ssao_scale); + soften_shader.uniform1f(ssao_max_str, ssao_max); + + LLEnvironment &environment = LLEnvironment::instance(); + soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); + soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); + + soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); + + { + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + + // full screen blit + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + unbindDeferredShader(gDeferredSoftenProgram); + } + + static LLCachedControl local_light_count(gSavedSettings, "RenderLocalLightCount", 256); + + if (local_light_count > 0) + { + gGL.setSceneBlendType(LLRender::BT_ADD); + std::list fullscreen_lights; + LLDrawable::drawable_list_t spot_lights; + LLDrawable::drawable_list_t fullscreen_spot_lights; + + if (!gCubeSnapshot) + { + for (U32 i = 0; i < 2; i++) + { + mTargetShadowSpotLight[i] = NULL; + } + } + + std::list light_colors; + + LLVertexBuffer::unbind(); + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - local lights"); + LL_PROFILE_GPU_ZONE("local lights"); + bindDeferredShader(gDeferredLightProgram); + + if (mCubeVB.isNull()) + { + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); + } + + mCubeVB->setBuffer(); + + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + // mNearbyLights already includes distance calculation and excludes muted avatars. + // It is calculated from mLights + // mNearbyLights also provides fade value to gracefully fade-out out of range lights + S32 count = 0; + for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter) + { + count++; + if (count > local_light_count) + { //stop collecting lights once we hit the limit + break; + } + + LLDrawable * drawablep = iter->drawable; + LLVOVolume * volume = drawablep->getVOVolume(); + if (!volume) + { + continue; + } + + if (volume->isAttachment()) + { + if (!sRenderAttachedLights) + { + continue; + } + } + + LLVector4a center; + center.load3(drawablep->getPositionAgent().mV); + const F32 *c = center.getF32ptr(); + F32 s = volume->getLightRadius() * 1.5f; + + // send light color to shader in linear space + LLColor3 col = volume->getLightLinearColor() * light_scale; + + if (col.magVecSquared() < 0.001f) + { + continue; + } + + if (s <= 0.001f) + { + continue; + } + + LLVector4a sa; + sa.splat(s); + if (camera->AABBInFrustumNoFarClip(center, sa) == 0) + { + continue; + } + + sVisibleLightCount++; + + if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || camera->getOrigin().mV[0] < c[0] - s - 0.2f || + camera->getOrigin().mV[1] > c[1] + s + 0.2f || camera->getOrigin().mV[1] < c[1] - s - 0.2f || + camera->getOrigin().mV[2] > c[2] + s + 0.2f || camera->getOrigin().mV[2] < c[2] - s - 0.2f) + { // draw box if camera is outside box + if (volume->isLightSpotlight()) + { + drawablep->getVOVolume()->updateSpotLightPriority(); + spot_lights.push_back(drawablep); + continue; + } + + gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); + gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); + gGL.syncMatrices(); + + mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); + } + else + { + if (volume->isLightSpotlight()) + { + drawablep->getVOVolume()->updateSpotLightPriority(); + fullscreen_spot_lights.push_back(drawablep); + continue; + } + + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); + light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF))); + } + } + + // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), + // prev site of appended deferred character light, removed by SL-13522 09/20 + + unbindDeferredShader(gDeferredLightProgram); + } + + if (!spot_lights.empty()) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - projectors"); + LL_PROFILE_GPU_ZONE("projectors"); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + bindDeferredShader(gDeferredSpotLightProgram); + + mCubeVB->setBuffer(); + + gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + + for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) + { + LLDrawable *drawablep = *iter; + + LLVOVolume *volume = drawablep->getVOVolume(); + + LLVector4a center; + center.load3(drawablep->getPositionAgent().mV); + const F32* c = center.getF32ptr(); + F32 s = volume->getLightRadius() * 1.5f; + + sVisibleLightCount++; + + setupSpotLight(gDeferredSpotLightProgram, drawablep); + + // send light color to shader in linear space + LLColor3 col = volume->getLightLinearColor() * light_scale; + + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); + gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); + gGL.syncMatrices(); + + mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); + } + gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredSpotLightProgram); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - fullscreen lights"); + LLGLDepthTest depth(GL_FALSE); + LL_PROFILE_GPU_ZONE("fullscreen lights"); + + U32 count = 0; + + const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT; + LLVector4 light[max_count]; + LLVector4 col[max_count]; + + F32 far_z = 0.f; + + while (!fullscreen_lights.empty()) + { + light[count] = fullscreen_lights.front(); + fullscreen_lights.pop_front(); + col[count] = light_colors.front(); + light_colors.pop_front(); + + far_z = llmin(light[count].mV[2] - light[count].mV[3], far_z); + count++; + if (count == max_count || fullscreen_lights.empty()) + { + U32 idx = count - 1; + bindDeferredShader(gDeferredMultiLightProgram[idx]); + gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*)light); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*)col); + gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); + far_z = 0.f; + count = 0; + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + unbindDeferredShader(gDeferredMultiLightProgram[idx]); + } + } + + bindDeferredShader(gDeferredMultiSpotLightProgram); + + gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + + mScreenTriangleVB->setBuffer(); + + for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) + { + LLDrawable* drawablep = *iter; + LLVOVolume* volume = drawablep->getVOVolume(); + LLVector3 center = drawablep->getPositionAgent(); + F32* c = center.mV; + F32 light_size_final = volume->getLightRadius() * 1.5f; + F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); + + sVisibleLightCount++; + + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + + // send light color to shader in linear space + LLColor3 col = volume->getLightLinearColor() * light_scale; + + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredMultiSpotLightProgram); + } + } + + gGL.setColorMask(true, true); + } + + { // render non-deferred geometry (alpha, fullbright, glow) + LLGLDisable blend(GL_BLEND); + + pushRenderTypeMask(); + andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, + LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER, + LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, + LLPipeline::RENDER_TYPE_FULLBRIGHT, + LLPipeline::RENDER_TYPE_VOLUME, + LLPipeline::RENDER_TYPE_GLOW, + LLPipeline::RENDER_TYPE_BUMP, + LLPipeline::RENDER_TYPE_GLTF_PBR, + LLPipeline::RENDER_TYPE_PASS_SIMPLE, + LLPipeline::RENDER_TYPE_PASS_ALPHA, + LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_BUMP, + LLPipeline::RENDER_TYPE_PASS_POST_BUMP, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, + LLPipeline::RENDER_TYPE_PASS_GLOW, + LLPipeline::RENDER_TYPE_PASS_GLTF_GLOW, + LLPipeline::RENDER_TYPE_PASS_GRASS, + LLPipeline::RENDER_TYPE_PASS_SHINY, + LLPipeline::RENDER_TYPE_PASS_INVISIBLE, + LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, + LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + LLPipeline::RENDER_TYPE_ALPHA_MASK, + LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_WATER, + END_RENDER_TYPES); + + renderGeomPostDeferred(*LLViewerCamera::getInstance()); + popRenderTypeMask(); + } + + screen_target->flush(); + + if (!gCubeSnapshot) + { + // this is the end of the 3D scene render, grab a copy of the modelview and projection + // matrix for use in off-by-one-frame effects in the next frame + for (U32 i = 0; i < 16; i++) + { + gGLLastModelView[i] = gGLModelView[i]; + gGLLastProjection[i] = gGLProjection[i]; + } + } + gGL.setColorMask(true, true); +} + +void LLPipeline::doAtmospherics() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + if (sImpostorRender) + { // do not attempt atmospherics on impostors + return; + } + + if (RenderDeferredAtmospheric) + { + { + // copy depth buffer for use in haze shader (use water displacement map as temp storage) + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + + LLRenderTarget& src = gPipeline.mRT->screen; + LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; + LLRenderTarget& dst = gPipeline.mWaterDis; + + mRT->screen.flush(); + dst.bindTarget(); + gCopyDepthProgram.bind(); + + S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); + S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + + gGL.getTexUnit(diff_map)->bind(&src); + gGL.getTexUnit(depth_map)->bind(&depth_src, true); + + gGL.setColorMask(false, false); + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + dst.flush(); + mRT->screen.bindTarget(); + } + + LLGLEnable blend(GL_BLEND); + gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA); + gGL.setColorMask(true, true); + + // apply haze + LLGLSLShader& haze_shader = gHazeProgram; + + LL_PROFILE_GPU_ZONE("haze"); + bindDeferredShader(haze_shader, nullptr, &mWaterDis); + + LLEnvironment& environment = LLEnvironment::instance(); + haze_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); + haze_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); + + haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); + + LLGLDepthTest depth(GL_FALSE); + + // full screen blit + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + unbindDeferredShader(haze_shader); + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + } +} + +void LLPipeline::doWaterHaze() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + if (sImpostorRender) + { // do not attempt water haze on impostors + return; + } + + if (RenderDeferredAtmospheric) + { + // copy depth buffer for use in haze shader (use water displacement map as temp storage) + { + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + + LLRenderTarget& src = gPipeline.mRT->screen; + LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; + LLRenderTarget& dst = gPipeline.mWaterDis; + + mRT->screen.flush(); + dst.bindTarget(); + gCopyDepthProgram.bind(); + + S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); + S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + + gGL.getTexUnit(diff_map)->bind(&src); + gGL.getTexUnit(depth_map)->bind(&depth_src, true); + + gGL.setColorMask(false, false); + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + dst.flush(); + mRT->screen.bindTarget(); + } + + LLGLEnable blend(GL_BLEND); + gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA); + + gGL.setColorMask(true, true); + + // apply haze + LLGLSLShader& haze_shader = gHazeWaterProgram; + + LL_PROFILE_GPU_ZONE("haze"); + bindDeferredShader(haze_shader, nullptr, &mWaterDis); + + haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); + + static LLStaticHashedString above_water_str("above_water"); + haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1); + + if (LLPipeline::sUnderWaterRender) + { + LLGLDepthTest depth(GL_FALSE); + + // full screen blit + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + else + { + //render water patches like LLDrawPoolWater does + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); + + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + + if (mWaterPool) + { + mWaterPool->pushFaceGeometry(); + } + } + + unbindDeferredShader(haze_shader); + + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + } +} + +void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) +{ + //construct frustum + LLVOVolume* volume = drawablep->getVOVolume(); + LLVector3 params = volume->getSpotLightParams(); + + F32 fov = params.mV[0]; + F32 focus = params.mV[1]; + + LLVector3 pos = drawablep->getPositionAgent(); + LLQuaternion quat = volume->getRenderRotation(); + LLVector3 scale = volume->getScale(); + + //get near clip plane + LLVector3 at_axis(0,0,-scale.mV[2]*0.5f); + at_axis *= quat; + + LLVector3 np = pos+at_axis; + at_axis.normVec(); + + //get origin that has given fov for plane np, at_axis, and given scale + F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f); + + LLVector3 origin = np - at_axis*dist; + + //matrix from volume space to agent space + LLMatrix4 light_mat(quat, LLVector4(origin,1.f)); + + glh::matrix4f light_to_agent((F32*) light_mat.mMatrix); + glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent; + + glh::matrix4f screen_to_light = light_to_screen.inverse(); + + F32 s = volume->getLightRadius()*1.5f; + F32 near_clip = dist; + F32 width = scale.mV[VX]; + F32 height = scale.mV[VY]; + F32 far_clip = s+dist-scale.mV[VZ]; + + F32 fovy = fov * RAD_TO_DEG; + F32 aspect = width/height; + + glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, + 0.f, 0.5f, 0.f, 0.5f, + 0.f, 0.f, 0.5f, 0.5f, + 0.f, 0.f, 0.f, 1.f); + + glh::vec3f p1(0, 0, -(near_clip+0.01f)); + glh::vec3f p2(0, 0, -(near_clip+1.f)); + + glh::vec3f screen_origin(0, 0, 0); + + light_to_screen.mult_matrix_vec(p1); + light_to_screen.mult_matrix_vec(p2); + light_to_screen.mult_matrix_vec(screen_origin); + + glh::vec3f n = p2-p1; + n.normalize(); + + F32 proj_range = far_clip - near_clip; + glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip); + screen_to_light = trans * light_proj * screen_to_light; + shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, screen_to_light.m); + shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip); + shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v); + shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v); + shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range); + shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]); + S32 s_idx = -1; + + for (U32 i = 0; i < 2; i++) + { + if (mShadowSpotLight[i] == drawablep) + { + s_idx = i; + } + } + + shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx); + + if (s_idx >= 0) + { + shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]); + } + else + { + shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f); + } + + // make sure we're not already targeting the same spot light with both shadow maps + llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); + + if (!gCubeSnapshot) + { + LLDrawable* potential = drawablep; + //determine if this light is higher priority than one of the existing spot shadows + F32 m_pri = volume->getSpotLightPriority(); + + for (U32 i = 0; i < 2; i++) + { + F32 pri = 0.f; + + if (mTargetShadowSpotLight[i].notNull()) + { + pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority(); + } + + if (m_pri > pri) + { + LLDrawable* temp = mTargetShadowSpotLight[i]; + mTargetShadowSpotLight[i] = potential; + potential = temp; + m_pri = pri; + } + } + } + + // make sure we didn't end up targeting the same spot light with both shadow maps + llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); + + LLViewerTexture* img = volume->getLightTexture(); + + if (img == NULL) + { + img = LLViewerFetchedTexture::sWhiteImagep; + } + + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + + if (channel > -1) + { + if (img) + { + gGL.getTexUnit(channel)->bind(img); + + F32 lod_range = logf(img->getWidth())/logf(2.f); + + shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus); + shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range); + shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f)); + } + } + +} + +void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) +{ + LLRenderTarget* deferred_target = &mRT->deferredScreen; + LLRenderTarget* deferred_light_target = &mRT->deferredLight; + + stop_glerror(); + shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_BRDF_LUT); + //shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage()); + shader.disableTexture(LLShaderMgr::DIFFUSE_MAP); + shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM); + + for (U32 i = 0; i < 4; i++) + { + if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + } + } + + for (U32 i = 4; i < 6; i++) + { + if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + } + } + + shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); + + if (!LLPipeline::sReflectionProbesEnabled) + { + S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); + if (channel > -1) + { + LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL; + if (cube_map) + { + cube_map->disable(); + } + } + } + + unbindReflectionProbes(shader); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->activate(); + shader.unbind(); +} + +void LLPipeline::setEnvMat(LLGLSLShader& shader) +{ + F32* m = gGLModelView; + + F32 mat[] = { m[0], m[1], m[2], + m[4], m[5], m[6], + m[8], m[9], m[10] }; + + shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, true, mat); +} + +void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) +{ + if (!sReflectionProbesEnabled) + { + return; + } + + S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); + bool bound = false; + if (channel > -1 && mReflectionMapManager.mTexture.notNull()) + { + mReflectionMapManager.mTexture->bind(channel); + bound = true; + } + + channel = shader.enableTexture(LLShaderMgr::IRRADIANCE_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); + if (channel > -1 && mReflectionMapManager.mIrradianceMaps.notNull()) + { + mReflectionMapManager.mIrradianceMaps->bind(channel); + bound = true; + } + + if (bound) + { + mReflectionMapManager.setUniforms(); + + setEnvMat(shader); + } + + // reflection probe shaders generally sample the scene map as well for SSR + channel = shader.enableTexture(LLShaderMgr::SCENE_MAP); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(&mSceneMap); + } + + + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, RenderScreenSpaceReflectionIterations); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, RenderScreenSpaceReflectionGlossySamples); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias); + mPoissonOffset++; + + if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples) + mPoissonOffset = 0; + + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, mPoissonOffset); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier); + + channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(&mSceneMap, true); + } + + +} + +void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) +{ + S32 channel = shader.disableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP); + if (channel > -1 && mReflectionMapManager.mTexture.notNull()) + { + mReflectionMapManager.mTexture->unbind(); + if (channel == 0) + { + gGL.getTexUnit(channel)->enable(LLTexUnit::TT_TEXTURE); + } + } +} + + +inline float sgn(float a) +{ + if (a > 0.0F) return (1.0F); + if (a < 0.0F) return (-1.0F); + return (0.0F); +} + +glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) +{ + glh::matrix4f ret; + + LLVector3 dirN; + LLVector3 upN; + LLVector3 lftN; + + lftN = dir % up; + lftN.normVec(); + + upN = lftN % dir; + upN.normVec(); + + dirN = dir; + dirN.normVec(); + + ret.m[ 0] = lftN[0]; + ret.m[ 1] = upN[0]; + ret.m[ 2] = -dirN[0]; + ret.m[ 3] = 0.f; + + ret.m[ 4] = lftN[1]; + ret.m[ 5] = upN[1]; + ret.m[ 6] = -dirN[1]; + ret.m[ 7] = 0.f; + + ret.m[ 8] = lftN[2]; + ret.m[ 9] = upN[2]; + ret.m[10] = -dirN[2]; + ret.m[11] = 0.f; + + ret.m[12] = -(lftN*pos); + ret.m[13] = -(upN*pos); + ret.m[14] = dirN*pos; + ret.m[15] = 1.f; + + return ret; +} + +glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max) +{ + glh::matrix4f ret; + ret.m[ 0] = 2/(max[0]-min[0]); + ret.m[ 4] = 0; + ret.m[ 8] = 0; + ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]); + + ret.m[ 1] = 0; + ret.m[ 5] = 2/(max[1]-min[1]); + ret.m[ 9] = 0; + ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]); + + ret.m[ 2] = 0; + ret.m[ 6] = 0; + ret.m[10] = 2/(max[2]-min[2]); + ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]); + + ret.m[ 3] = 0; + ret.m[ 7] = 0; + ret.m[11] = 0; + ret.m[15] = 1; + + return ret; +} + +static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA("Alpha Shadow"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_SIMPLE("Simple Shadow"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_GEOM("Shadow Geom"); + +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); + +void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); + LL_PROFILE_GPU_ZONE("renderShadow"); + + LLPipeline::sShadowRender = true; + + // disable occlusion culling during shadow render + U32 saved_occlusion = sUseOcclusion; + sUseOcclusion = 0; + + // List of render pass types that use the prim volume as the shadow, + // ignoring textures. + static const U32 types[] = { + LLRenderPass::PASS_SIMPLE, + LLRenderPass::PASS_FULLBRIGHT, + LLRenderPass::PASS_SHINY, + LLRenderPass::PASS_BUMP, + LLRenderPass::PASS_FULLBRIGHT_SHINY, + LLRenderPass::PASS_MATERIAL, + LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, + LLRenderPass::PASS_SPECMAP, + LLRenderPass::PASS_SPECMAP_EMISSIVE, + LLRenderPass::PASS_NORMMAP, + LLRenderPass::PASS_NORMMAP_EMISSIVE, + LLRenderPass::PASS_NORMSPEC, + LLRenderPass::PASS_NORMSPEC_EMISSIVE + }; + + LLGLEnable cull(GL_CULL_FACE); + + //enable depth clamping if available + LLGLEnable clamp_depth(depth_clamp ? GL_DEPTH_CLAMP : 0); + + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_LESS); + + updateCull(shadow_cam, result); + + stateSort(shadow_cam, result); + + //generate shadow map + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadMatrix(proj.m); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + gGL.loadMatrix(view.m); + + stop_glerror(); + gGLLastMatrix = NULL; + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + stop_glerror(); + + struct CompareVertexBuffer + { + bool operator()(const LLDrawInfo* const& lhs, const LLDrawInfo* const& rhs) + { + return lhs->mVertexBuffer > rhs->mVertexBuffer; + } + }; + + + LLVertexBuffer::unbind(); + for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged + { + bool rigged = j == 1; + gDeferredShadowProgram.bind(rigged); + + gGL.diffuseColor4f(1, 1, 1, 1); + + S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + + // if not using VSM, disable color writes + if (shadow_detail <= 2) + { + gGL.setColorMask(false, false); + } + + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); //LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); + LL_PROFILE_GPU_ZONE("shadow simple"); + gGL.getTexUnit(0)->disable(); + + for (U32 type : types) + { + renderObjects(type, false, false, rigged); + } + + renderGLTFObjects(LLRenderPass::PASS_GLTF_PBR, false, rigged); + + gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + } + + if (LLPipeline::sUseOcclusion > 1) + { // do occlusion culling against non-masked only to take advantage of hierarchical Z + doOcclusion(shadow_cam); + } + + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom"); + renderGeomShadow(shadow_cam); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); + LL_PROFILE_GPU_ZONE("shadow alpha"); + const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; + U32 target_width = LLRenderTarget::sCurResX; + + for (int i = 0; i < 2; ++i) + { + bool rigged = i == 1; + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); + LL_PROFILE_GPU_ZONE("shadow alpha masked"); + gDeferredShadowAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, true, true, rigged); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); + LL_PROFILE_GPU_ZONE("shadow alpha blend"); + renderAlphaObjects(rigged); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); + LL_PROFILE_GPU_ZONE("shadow alpha masked"); + gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true, rigged); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); + LL_PROFILE_GPU_ZONE("shadow alpha grass"); + gDeferredTreeShadowProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + + if (i == 0) + { + renderObjects(LLRenderPass::PASS_GRASS, true); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); + LL_PROFILE_GPU_ZONE("shadow alpha material"); + renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, true, false, rigged); + } + } + } + + for (int i = 0; i < 2; ++i) + { + bool rigged = i == 1; + gDeferredShadowGLTFAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + + U32 type = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK; + + if (rigged) + { + mAlphaMaskPool->pushRiggedGLTFBatches(type + 1); + } + else + { + mAlphaMaskPool->pushGLTFBatches(type); + } + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + } + } + + gDeferredShadowCubeProgram.bind(); + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + + gGL.setColorMask(true, true); + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + gGLLastMatrix = NULL; + + // reset occlusion culling flag + sUseOcclusion = saved_occlusion; + LLPipeline::sShadowRender = false; +} + +bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector& fp, LLVector3 light_dir) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + //get point cloud of intersection of frust and min, max + + if (getVisibleExtents(camera, min, max)) + { + return false; + } + + //get set of planes on bounding box + LLPlane bp[] = { + LLPlane(min, LLVector3(-1,0,0)), + LLPlane(min, LLVector3(0,-1,0)), + LLPlane(min, LLVector3(0,0,-1)), + LLPlane(max, LLVector3(1,0,0)), + LLPlane(max, LLVector3(0,1,0)), + LLPlane(max, LLVector3(0,0,1))}; + + //potential points + std::vector pp; + + //add corners of AABB + pp.push_back(LLVector3(min.mV[0], min.mV[1], min.mV[2])); + pp.push_back(LLVector3(max.mV[0], min.mV[1], min.mV[2])); + pp.push_back(LLVector3(min.mV[0], max.mV[1], min.mV[2])); + pp.push_back(LLVector3(max.mV[0], max.mV[1], min.mV[2])); + pp.push_back(LLVector3(min.mV[0], min.mV[1], max.mV[2])); + pp.push_back(LLVector3(max.mV[0], min.mV[1], max.mV[2])); + pp.push_back(LLVector3(min.mV[0], max.mV[1], max.mV[2])); + pp.push_back(LLVector3(max.mV[0], max.mV[1], max.mV[2])); + + //add corners of camera frustum + for (U32 i = 0; i < LLCamera::AGENT_FRUSTRUM_NUM; i++) + { + pp.push_back(camera.mAgentFrustum[i]); + } + + + //bounding box line segments + U32 bs[] = + { + 0,1, + 1,3, + 3,2, + 2,0, + + 4,5, + 5,7, + 7,6, + 6,4, + + 0,4, + 1,5, + 3,7, + 2,6 + }; + + for (U32 i = 0; i < 12; i++) + { //for each line segment in bounding box + for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; j++) + { //for each plane in camera frustum + const LLPlane& cp = camera.getAgentPlane(j); + const LLVector3& v1 = pp[bs[i*2+0]]; + const LLVector3& v2 = pp[bs[i*2+1]]; + LLVector3 n; + cp.getVector3(n); + + LLVector3 line = v1-v2; + + F32 d1 = line*n; + F32 d2 = -cp.dist(v2); + + F32 t = d2/d1; + + if (t > 0.f && t < 1.f) + { + LLVector3 intersect = v2+line*t; + pp.push_back(intersect); + } + } + } + + //camera frustum line segments + const U32 fs[] = + { + 0,1, + 1,2, + 2,3, + 3,0, + + 4,5, + 5,6, + 6,7, + 7,4, + + 0,4, + 1,5, + 2,6, + 3,7 + }; + + for (U32 i = 0; i < 12; i++) + { + for (U32 j = 0; j < 6; ++j) + { + const LLVector3& v1 = pp[fs[i*2+0]+8]; + const LLVector3& v2 = pp[fs[i*2+1]+8]; + const LLPlane& cp = bp[j]; + LLVector3 n; + cp.getVector3(n); + + LLVector3 line = v1-v2; + + F32 d1 = line*n; + F32 d2 = -cp.dist(v2); + + F32 t = d2/d1; + + if (t > 0.f && t < 1.f) + { + LLVector3 intersect = v2+line*t; + pp.push_back(intersect); + } + } + } + + LLVector3 ext[] = { min-LLVector3(0.05f,0.05f,0.05f), + max+LLVector3(0.05f,0.05f,0.05f) }; + + for (U32 i = 0; i < pp.size(); ++i) + { + bool found = true; + + const F32* p = pp[i].mV; + + for (U32 j = 0; j < 3; ++j) + { + if (p[j] < ext[0].mV[j] || + p[j] > ext[1].mV[j]) + { + found = false; + break; + } + } + + for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j) + { + const LLPlane& cp = camera.getAgentPlane(j); + F32 dist = cp.dist(pp[i]); + if (dist > 0.05f) //point is above some plane, not contained + { + found = false; + break; + } + } + + if (found) + { + fp.push_back(pp[i]); + } + } + + if (fp.empty()) + { + return false; + } + + return true; +} + +void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade) +{ + if (obj && obj->getVolume()) + { + for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter) + { + renderHighlight(*iter, fade); + } + + LLDrawable* drawable = obj->mDrawable; + if (drawable) + { + for (S32 i = 0; i < drawable->getNumFaces(); ++i) + { + LLFace* face = drawable->getFace(i); + if (face) + { + face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade)); + } + } + } + } +} + + +LLRenderTarget* LLPipeline::getSunShadowTarget(U32 i) +{ + llassert(i < 4); + return &mRT->shadow[i]; +} + +LLRenderTarget* LLPipeline::getSpotShadowTarget(U32 i) +{ + llassert(i < 2); + return &mSpotShadow[i]; +} + +static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow"); +static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_RENDER("Spot Shadow Render"); + +// helper class for disabling occlusion culling for the current stack frame +class LLDisableOcclusionCulling +{ +public: + S32 mUseOcclusion; + + LLDisableOcclusionCulling() + { + mUseOcclusion = LLPipeline::sUseOcclusion; + LLPipeline::sUseOcclusion = 0; + } + + ~LLDisableOcclusionCulling() + { + LLPipeline::sUseOcclusion = mUseOcclusion; + } +}; + +void LLPipeline::generateSunShadow(LLCamera& camera) +{ + if (!sRenderDeferred || RenderShadowDetail <= 0) + { + return; + } + + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW); + LL_PROFILE_GPU_ZONE("generateSunShadow"); + + LLDisableOcclusionCulling no_occlusion; + + bool skip_avatar_update = false; + if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson) + { + skip_avatar_update = true; + } + + if (!skip_avatar_update) + { + gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON); + } + + F64 last_modelview[16]; + F64 last_projection[16]; + for (U32 i = 0; i < 16; i++) + { //store last_modelview of world camera + last_modelview[i] = gGLLastModelView[i]; + last_projection[i] = gGLLastProjection[i]; + } + + pushRenderTypeMask(); + andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE, + LLPipeline::RENDER_TYPE_ALPHA, + LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER, + LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, + LLPipeline::RENDER_TYPE_GRASS, + LLPipeline::RENDER_TYPE_GLTF_PBR, + LLPipeline::RENDER_TYPE_FULLBRIGHT, + LLPipeline::RENDER_TYPE_BUMP, + LLPipeline::RENDER_TYPE_VOLUME, + LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + LLPipeline::RENDER_TYPE_TREE, + LLPipeline::RENDER_TYPE_TERRAIN, + LLPipeline::RENDER_TYPE_WATER, + LLPipeline::RENDER_TYPE_VOIDWATER, + LLPipeline::RENDER_TYPE_PASS_ALPHA, + LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_GRASS, + LLPipeline::RENDER_TYPE_PASS_SIMPLE, + LLPipeline::RENDER_TYPE_PASS_BUMP, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, + LLPipeline::RENDER_TYPE_PASS_SHINY, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, + LLPipeline::RENDER_TYPE_PASS_MATERIAL, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE, + LLPipeline::RENDER_TYPE_PASS_SPECMAP, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE, + LLPipeline::RENDER_TYPE_PASS_NORMMAP, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE, + LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SIMPLE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_BUMP_RIGGED, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SHINY_RIGGED, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY_RIGGED, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_RIGGED, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_RIGGED, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_GLTF_PBR, + LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_RIGGED, + LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK_RIGGED, + END_RENDER_TYPES); + + gGL.setColorMask(false, false); + + LLEnvironment& environment = LLEnvironment::instance(); + + //get sun view matrix + + //store current projection/modelview matrix + glh::matrix4f saved_proj = get_current_projection(); + glh::matrix4f saved_view = get_current_modelview(); + glh::matrix4f inv_view = saved_view.inverse(); + + glh::matrix4f view[6]; + glh::matrix4f proj[6]; + + LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir); + + //put together a universal "near clip" plane for shadow frusta + LLPlane shadow_near_clip; + { + LLVector3 p = camera.getOrigin(); // gAgent.getPositionAgent(); + p += caster_dir * RenderFarClip*2.f; + shadow_near_clip.setVec(p, caster_dir); + } + + LLVector3 lightDir = -caster_dir; + lightDir.normVec(); + + glh::vec3f light_dir(lightDir.mV); + + //create light space camera matrix + + LLVector3 at = lightDir; + + LLVector3 up = camera.getAtAxis(); + + if (fabsf(up*lightDir) > 0.75f) + { + up = camera.getUpAxis(); + } + + up.normVec(); + at.normVec(); + + + LLCamera main_camera = camera; + + F32 near_clip = 0.f; + { + //get visible point cloud + std::vector fp; + + main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum); + + LLVector3 min,max; + getVisiblePointCloud(main_camera,min,max,fp); + + if (fp.empty()) + { + if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowCamera[0] = main_camera; + mShadowExtents[0][0] = min; + mShadowExtents[0][1] = max; + + mShadowFrustPoints[0].clear(); + mShadowFrustPoints[1].clear(); + mShadowFrustPoints[2].clear(); + mShadowFrustPoints[3].clear(); + } + popRenderTypeMask(); + + if (!skip_avatar_update) + { + gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); + } + + return; + } + + //get good split distances for frustum + for (U32 i = 0; i < fp.size(); ++i) + { + glh::vec3f v(fp[i].mV); + saved_view.mult_matrix_vec(v); + fp[i].setVec(v.v); + } + + min = fp[0]; + max = fp[0]; + + //get camera space bounding box + for (U32 i = 1; i < fp.size(); ++i) + { + update_min_max(min, max, fp[i]); + } + + near_clip = llclamp(-max.mV[2], 0.01f, 4.0f); + F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f); + + //far_clip = llmin(far_clip, 128.f); + far_clip = llmin(far_clip, camera.getFar()); + + F32 range = far_clip-near_clip; + + LLVector3 split_exp = RenderShadowSplitExponent; + + F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) ); + + da = powf(da, split_exp.mV[2]); + + F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da; + + for (U32 i = 0; i < 4; ++i) + { + F32 x = (F32)(i+1)/4.f; + x = powf(x, sxp); + mSunClipPlanes.mV[i] = near_clip+range*x; + } + + mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding + } + + if (gCubeSnapshot) + { // stretch clip planes for reflection probe renders to reduce number of shadow passes + mSunClipPlanes.mV[1] = mSunClipPlanes.mV[2]; + mSunClipPlanes.mV[2] = mSunClipPlanes.mV[3]; + mSunClipPlanes.mV[3] *= 1.5f; + } + + + // convenience array of 4 near clip plane distances + F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] }; + + if (mSunDiffuse == LLColor4::black) + { //sun diffuse is totally black shadows don't matter + skipRenderingShadows(); + } + else + { + for (S32 j = 0; j < (gCubeSnapshot ? 2 : 4); j++) + { + if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowFrustPoints[j].clear(); + } + + LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SUN_SHADOW0+j); + + //restore render matrices + set_current_modelview(saved_view); + set_current_projection(saved_proj); + + LLVector3 eye = camera.getOrigin(); + llassert(eye.isFinite()); + + //camera used for shadow cull/render + LLCamera shadow_cam; + + //create world space camera frustum for this split + shadow_cam = camera; + shadow_cam.setFar(16.f); + + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); + + LLVector3* frust = shadow_cam.mAgentFrustum; + + LLVector3 pn = shadow_cam.getAtAxis(); + + LLVector3 min, max; + + //construct 8 corners of split frustum section + for (U32 i = 0; i < 4; i++) + { + LLVector3 delta = frust[i+4]-eye; + delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f; + delta.normVec(); + F32 dp = delta*pn; + frust[i] = eye + (delta*dist[j]*0.75f)/dp; + frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp; + } + + shadow_cam.calcAgentFrustumPlanes(frust); + shadow_cam.mFrustumCornerDist = 0.f; + + if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowCamera[j] = shadow_cam; + } + + std::vector fp; + + if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir) + || j > RenderShadowSplits) + { + //no possible shadow receivers + if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowExtents[j][0] = LLVector3(); + mShadowExtents[j][1] = LLVector3(); + mShadowCamera[j+4] = shadow_cam; + } + + mRT->shadow[j].bindTarget(); + { + LLGLDepthTest depth(GL_TRUE); + mRT->shadow[j].clear(); + } + mRT->shadow[j].flush(); + + mShadowError.mV[j] = 0.f; + mShadowFOV.mV[j] = 0.f; + + continue; + } + + if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowExtents[j][0] = min; + mShadowExtents[j][1] = max; + mShadowFrustPoints[j] = fp; + } + + + //find a good origin for shadow projection + LLVector3 origin; + + //get a temporary view projection + view[j] = look(camera.getOrigin(), lightDir, -up); + + std::vector wpf; + + for (U32 i = 0; i < fp.size(); i++) + { + glh::vec3f p = glh::vec3f(fp[i].mV); + view[j].mult_matrix_vec(p); + wpf.push_back(LLVector3(p.v)); + } + + min = wpf[0]; + max = wpf[0]; + + for (U32 i = 0; i < fp.size(); ++i) + { //get AABB in camera space + update_min_max(min, max, wpf[i]); + } + + // Construct a perspective transform with perspective along y-axis that contains + // points in wpf + //Known: + // - far clip plane + // - near clip plane + // - points in frustum + //Find: + // - origin + + //get some "interesting" points of reference + LLVector3 center = (min+max)*0.5f; + LLVector3 size = (max-min)*0.5f; + LLVector3 near_center = center; + near_center.mV[1] += size.mV[1]*2.f; + + + //put all points in wpf in quadrant 0, reletive to center of min/max + //get the best fit line using least squares + F32 bfm = 0.f; + F32 bfb = 0.f; + + for (U32 i = 0; i < wpf.size(); ++i) + { + wpf[i] -= center; + wpf[i].mV[0] = fabsf(wpf[i].mV[0]); + wpf[i].mV[2] = fabsf(wpf[i].mV[2]); + } + + if (!wpf.empty()) + { + F32 sx = 0.f; + F32 sx2 = 0.f; + F32 sy = 0.f; + F32 sxy = 0.f; + + for (U32 i = 0; i < wpf.size(); ++i) + { + sx += wpf[i].mV[0]; + sx2 += wpf[i].mV[0]*wpf[i].mV[0]; + sy += wpf[i].mV[1]; + sxy += wpf[i].mV[0]*wpf[i].mV[1]; + } + + bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2); + bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2); + } + + { + // best fit line is y=bfm*x+bfb + + //find point that is furthest to the right of line + F32 off_x = -1.f; + LLVector3 lp; + + for (U32 i = 0; i < wpf.size(); ++i) + { + //y = bfm*x+bfb + //x = (y-bfb)/bfm + F32 lx = (wpf[i].mV[1]-bfb)/bfm; + + lx = wpf[i].mV[0]-lx; + + if (off_x < lx) + { + off_x = lx; + lp = wpf[i]; + } + } + + //get line with slope bfm through lp + // bfb = y-bfm*x + bfb = lp.mV[1]-bfm*lp.mV[0]; + + //calculate error + mShadowError.mV[j] = 0.f; + + for (U32 i = 0; i < wpf.size(); ++i) + { + F32 lx = (wpf[i].mV[1]-bfb)/bfm; + mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx); + } + + mShadowError.mV[j] /= wpf.size(); + mShadowError.mV[j] /= size.mV[0]; + + if (mShadowError.mV[j] > RenderShadowErrorCutoff) + { //just use ortho projection + mShadowFOV.mV[j] = -1.f; + origin.clearVec(); + proj[j] = gl_ortho(min.mV[0], max.mV[0], + min.mV[1], max.mV[1], + -max.mV[2], -min.mV[2]); + } + else + { + //origin is where line x = 0; + origin.setVec(0,bfb,0); + + F32 fovz = 1.f; + F32 fovx = 1.f; + + LLVector3 zp; + LLVector3 xp; + + for (U32 i = 0; i < wpf.size(); ++i) + { + LLVector3 atz = wpf[i]-origin; + atz.mV[0] = 0.f; + atz.normVec(); + if (fovz > -atz.mV[1]) + { + zp = wpf[i]; + fovz = -atz.mV[1]; + } + + LLVector3 atx = wpf[i]-origin; + atx.mV[2] = 0.f; + atx.normVec(); + if (fovx > -atx.mV[1]) + { + fovx = -atx.mV[1]; + xp = wpf[i]; + } + } + + fovx = acos(fovx); + fovz = acos(fovz); + + F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f); + + mShadowFOV.mV[j] = fovx; + + if (fovx < cutoff && fovz > cutoff) + { + //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff + F32 d = zp.mV[2]/tan(cutoff); + F32 ny = zp.mV[1] + fabsf(d); + + origin.mV[1] = ny; + + fovz = 1.f; + fovx = 1.f; + + for (U32 i = 0; i < wpf.size(); ++i) + { + LLVector3 atz = wpf[i]-origin; + atz.mV[0] = 0.f; + atz.normVec(); + fovz = llmin(fovz, -atz.mV[1]); + + LLVector3 atx = wpf[i]-origin; + atx.mV[2] = 0.f; + atx.normVec(); + fovx = llmin(fovx, -atx.mV[1]); + } + + fovx = acos(fovx); + fovz = acos(fovz); + + mShadowFOV.mV[j] = cutoff; + } + + + origin += center; + + F32 ynear = -(max.mV[1]-origin.mV[1]); + F32 yfar = -(min.mV[1]-origin.mV[1]); + + if (ynear < 0.1f) //keep a sensible near clip plane + { + F32 diff = 0.1f-ynear; + origin.mV[1] += diff; + ynear += diff; + yfar += diff; + } + + if (fovx > cutoff) + { //just use ortho projection + origin.clearVec(); + mShadowError.mV[j] = -1.f; + proj[j] = gl_ortho(min.mV[0], max.mV[0], + min.mV[1], max.mV[1], + -max.mV[2], -min.mV[2]); + } + else + { + //get perspective projection + view[j] = view[j].inverse(); + //llassert(origin.isFinite()); + + glh::vec3f origin_agent(origin.mV); + + //translate view to origin + view[j].mult_matrix_vec(origin_agent); + + eye = LLVector3(origin_agent.v); + //llassert(eye.isFinite()); + if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowFrustOrigin[j] = eye; + } + + view[j] = look(LLVector3(origin_agent.v), lightDir, -up); + + F32 fx = 1.f/tanf(fovx); + F32 fz = 1.f/tanf(fovz); + + proj[j] = glh::matrix4f(-fx, 0, 0, 0, + 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar), + 0, 0, -fz, 0, + 0, -1.f, 0, 0); + } + } + } + + //shadow_cam.setFar(128.f); + shadow_cam.setOriginAndLookAt(eye, up, center); + + shadow_cam.setOrigin(0,0,0); + + set_current_modelview(view[j]); + set_current_projection(proj[j]); + + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); + + //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR); + shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip); + + //translate and scale to from [-1, 1] to [0, 1] + glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, + 0.f, 0.5f, 0.f, 0.5f, + 0.f, 0.f, 0.5f, 0.5f, + 0.f, 0.f, 0.f, 1.f); + + set_current_modelview(view[j]); + set_current_projection(proj[j]); + + for (U32 i = 0; i < 16; i++) + { + gGLLastModelView[i] = mShadowModelview[j].m[i]; + gGLLastProjection[i] = mShadowProjection[j].m[i]; + } + + mShadowModelview[j] = view[j]; + mShadowProjection[j] = proj[j]; + mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view; + + stop_glerror(); + + mRT->shadow[j].bindTarget(); + mRT->shadow[j].getViewport(gGLViewport); + mRT->shadow[j].clear(); + + { + static LLCullResult result[4]; + renderShadow(view[j], proj[j], shadow_cam, result[j], true); + } + + mRT->shadow[j].flush(); + + if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowCamera[j+4] = shadow_cam; + } + } + } + + //hack to disable projector shadows + bool gen_shadow = RenderShadowDetail > 1; + + if (gen_shadow) + { + if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates + { + LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat(); + F32 fade_amt = gFrameIntervalSeconds.value() + * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0); + + // should never happen + llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); + + //update shadow targets + for (U32 i = 0; i < 2; i++) + { //for each current shadow + LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + i); + + if (mShadowSpotLight[i].notNull() && + (mShadowSpotLight[i] == mTargetShadowSpotLight[0] || + mShadowSpotLight[i] == mTargetShadowSpotLight[1])) + { //keep this spotlight + mSpotLightFade[i] = llmin(mSpotLightFade[i] + fade_amt, 1.f); + } + else + { //fade out this light + mSpotLightFade[i] = llmax(mSpotLightFade[i] - fade_amt, 0.f); + + if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull()) + { //faded out, grab one of the pending spots (whichever one isn't already taken) + if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i + 1) % 2]) + { + mShadowSpotLight[i] = mTargetShadowSpotLight[0]; + } + else + { + mShadowSpotLight[i] = mTargetShadowSpotLight[1]; + } + } + } + } + } + + // this should never happen + llassert(mShadowSpotLight[0] != mShadowSpotLight[1] || mShadowSpotLight[0].isNull()); + + for (S32 i = 0; i < 2; i++) + { + set_current_modelview(saved_view); + set_current_projection(saved_proj); + + if (mShadowSpotLight[i].isNull()) + { + continue; + } + + LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume(); + + if (!volume) + { + mShadowSpotLight[i] = NULL; + continue; + } + + LLDrawable* drawable = mShadowSpotLight[i]; + + LLVector3 params = volume->getSpotLightParams(); + F32 fov = params.mV[0]; + + //get agent->light space matrix (modelview) + LLVector3 center = drawable->getPositionAgent(); + LLQuaternion quat = volume->getRenderRotation(); + + //get near clip plane + LLVector3 scale = volume->getScale(); + LLVector3 at_axis(0, 0, -scale.mV[2] * 0.5f); + at_axis *= quat; + + LLVector3 np = center + at_axis; + at_axis.normVec(); + + //get origin that has given fov for plane np, at_axis, and given scale + F32 dist = (scale.mV[1] * 0.5f) / tanf(fov * 0.5f); + + LLVector3 origin = np - at_axis * dist; + + LLMatrix4 mat(quat, LLVector4(origin, 1.f)); + + view[i + 4] = glh::matrix4f((F32*)mat.mMatrix); + + view[i + 4] = view[i + 4].inverse(); + + //get perspective matrix + F32 near_clip = dist + 0.01f; + F32 width = scale.mV[VX]; + F32 height = scale.mV[VY]; + F32 far_clip = dist + volume->getLightRadius() * 1.5f; + + F32 fovy = fov * RAD_TO_DEG; + F32 aspect = width / height; + + proj[i + 4] = gl_perspective(fovy, aspect, near_clip, far_clip); + + //translate and scale to from [-1, 1] to [0, 1] + glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f, + 0.f, 0.5f, 0.f, 0.5f, + 0.f, 0.f, 0.5f, 0.5f, + 0.f, 0.f, 0.f, 1.f); + + set_current_modelview(view[i + 4]); + set_current_projection(proj[i + 4]); + + mSunShadowMatrix[i + 4] = trans * proj[i + 4] * view[i + 4] * inv_view; + + for (U32 j = 0; j < 16; j++) + { + gGLLastModelView[j] = mShadowModelview[i + 4].m[j]; + gGLLastProjection[j] = mShadowProjection[i + 4].m[j]; + } + + mShadowModelview[i + 4] = view[i + 4]; + mShadowProjection[i + 4] = proj[i + 4]; + + if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates + { + LLCamera shadow_cam = camera; + shadow_cam.setFar(far_clip); + shadow_cam.setOrigin(origin); + + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); + + // + + mSpotShadow[i].bindTarget(); + mSpotShadow[i].getViewport(gGLViewport); + mSpotShadow[i].clear(); + + static LLCullResult result[2]; + + LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + i); + + RenderSpotLight = drawable; + + renderShadow(view[i + 4], proj[i + 4], shadow_cam, result[i], false); + + RenderSpotLight = nullptr; + + mSpotShadow[i].flush(); + } + } + } + else + { //no spotlight shadows + mShadowSpotLight[0] = mShadowSpotLight[1] = NULL; + } + + + if (!CameraOffset) + { + set_current_modelview(saved_view); + set_current_projection(saved_proj); + } + else + { + set_current_modelview(view[1]); + set_current_projection(proj[1]); + gGL.loadMatrix(view[1].m); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.loadMatrix(proj[1].m); + gGL.matrixMode(LLRender::MM_MODELVIEW); + } + gGL.setColorMask(true, true); + + for (U32 i = 0; i < 16; i++) + { + gGLLastModelView[i] = last_modelview[i]; + gGLLastProjection[i] = last_projection[i]; + } + + popRenderTypeMask(); + + if (!skip_avatar_update) + { + gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode()); + } +} + +void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, bool texture) +{ + for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) + { + LLSpatialGroup* group = *i; + if (!group->isDead() && + (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && + gPipeline.hasRenderType(group->getSpatialPartition()->mDrawableType) && + group->mDrawMap.find(type) != group->mDrawMap.end()) + { + pass->renderGroup(group,type,texture); + } + } +} + +void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture) +{ + for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i) + { + LLSpatialGroup* group = *i; + if (!group->isDead() && + (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && + gPipeline.hasRenderType(group->getSpatialPartition()->mDrawableType) && + group->mDrawMap.find(type) != group->mDrawMap.end()) + { + pass->renderRiggedGroup(group, type, texture); + } + } +} + +void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) +{ + if (gGLManager.mGLVersion < 3.25f) + { // profiling requires GL 3.3 or later + return; + } + + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + // don't continue to profile an avatar that is known to be too slow + llassert(!avatar->isTooSlow()); + + LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr; + + mRT->deferredScreen.bindTarget(); + mRT->deferredScreen.clear(); + + if (!profile_attachments) + { + // profile entire avatar all at once and readback asynchronously + avatar->placeProfileQuery(); + + LLTimer cpu_timer; + + generateImpostor(avatar, false, true); + + avatar->mCPURenderTime = (F32)cpu_timer.getElapsedTimeF32() * 1000.f; + + avatar->readProfileQuery(5); // allow up to 5 frames of latency + } + else + { + // profile attachments one at a time + LLVOAvatar::attachment_map_t::iterator iter; + LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin(); + LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end(); + + for (iter = begin; + iter != end; + ++iter) + { + LLViewerJointAttachment* attachment = iter->second; + for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); + attachment_iter != attachment->mAttachedObjects.end(); + ++attachment_iter) + { + LLViewerObject* attached_object = attachment_iter->get(); + if (attached_object) + { + // use gDebugProgram to do the GPU queries + gDebugProgram.clearStats(); + gDebugProgram.placeProfileQuery(true); + + generateImpostor(avatar, false, true, attached_object); + gDebugProgram.readProfileQuery(true, true); + + attached_object->mGPURenderTime = gDebugProgram.mTimeElapsed / 1000000.f; + } + } + } + } + + mRT->deferredScreen.flush(); + + if (cur_shader) + { + cur_shader->bind(); + } +} + +void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool for_profile, LLViewerObject* specific_attachment) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("generateImpostor"); + LLGLState::checkStates(); + + static LLCullResult result; + result.clear(); + grabReferences(result); + + if (!avatar || !avatar->mDrawable) + { + LL_WARNS_ONCE("AvatarRenderPipeline") << "Avatar is " << (avatar ? "not drawable" : "null") << LL_ENDL; + return; + } + LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " is drawable" << LL_ENDL; + + assertInitialized(); + + // previews can't be muted or impostered + bool visually_muted = !for_profile && !preview_avatar && avatar->isVisuallyMuted(); + LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() + << " is " << ( visually_muted ? "" : "not ") << "visually muted" + << LL_ENDL; + bool too_complex = !for_profile && !preview_avatar && avatar->isTooComplex(); + LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() + << " is " << ( too_complex ? "" : "not ") << "too complex" + << LL_ENDL; + + pushRenderTypeMask(); + + if (visually_muted || too_complex) + { + // only show jelly doll geometry + andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + END_RENDER_TYPES); + } + else + { + //hide world geometry + clearRenderTypeMask( + RENDER_TYPE_SKY, + RENDER_TYPE_WL_SKY, + RENDER_TYPE_TERRAIN, + RENDER_TYPE_GRASS, + RENDER_TYPE_CONTROL_AV, // Animesh + RENDER_TYPE_TREE, + RENDER_TYPE_VOIDWATER, + RENDER_TYPE_WATER, + RENDER_TYPE_ALPHA_PRE_WATER, + RENDER_TYPE_PASS_GRASS, + RENDER_TYPE_HUD, + RENDER_TYPE_PARTICLES, + RENDER_TYPE_CLOUDS, + RENDER_TYPE_HUD_PARTICLES, + END_RENDER_TYPES + ); + } + + if (specific_attachment && specific_attachment->isHUDAttachment()) + { //enable HUD rendering + setRenderTypeMask(RENDER_TYPE_HUD, END_RENDER_TYPES); + } + + S32 occlusion = sUseOcclusion; + sUseOcclusion = 0; + + sReflectionRender = ! sRenderDeferred; + + sShadowRender = true; + sImpostorRender = true; + + LLViewerCamera* viewer_camera = LLViewerCamera::getInstance(); + + { + markVisible(avatar->mDrawable, *viewer_camera); + + if (preview_avatar) + { + // Only show rigged attachments for preview + // For the sake of performance and so that static + // objects won't obstruct previewing changes + LLVOAvatar::attachment_map_t::iterator iter; + for (iter = avatar->mAttachmentPoints.begin(); + iter != avatar->mAttachmentPoints.end(); + ++iter) + { + LLViewerJointAttachment *attachment = iter->second; + for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); + attachment_iter != attachment->mAttachedObjects.end(); + ++attachment_iter) + { + LLViewerObject* attached_object = attachment_iter->get(); + if (attached_object) + { + if (attached_object->isRiggedMesh()) + { + markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); + } + else + { + // sometimes object is a linkset and rigged mesh is a child + LLViewerObject::const_child_list_t& child_list = attached_object->getChildren(); + for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); + iter != child_list.end(); iter++) + { + LLViewerObject* child = *iter; + if (child->isRiggedMesh()) + { + markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); + break; + } + } + } + } + } + } + } + else + { + if (specific_attachment) + { + markVisible(specific_attachment->mDrawable->getSpatialBridge(), *viewer_camera); + } + else + { + LLVOAvatar::attachment_map_t::iterator iter; + LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin(); + LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end(); + + for (iter = begin; + iter != end; + ++iter) + { + LLViewerJointAttachment* attachment = iter->second; + for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); + attachment_iter != attachment->mAttachedObjects.end(); + ++attachment_iter) + { + LLViewerObject* attached_object = attachment_iter->get(); + if (attached_object) + { + markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); + } + } + } + } + } + } + + stateSort(*LLViewerCamera::getInstance(), result); + + LLCamera camera = *viewer_camera; + LLVector2 tdim; + U32 resY = 0; + U32 resX = 0; + + if (!preview_avatar) + { + const LLVector4a* ext = avatar->mDrawable->getSpatialExtents(); + LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset()); + + camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis()); + + LLVector4a half_height; + half_height.setSub(ext[1], ext[0]); + half_height.mul(0.5f); + + LLVector4a left; + left.load3(camera.getLeftAxis().mV); + left.mul(left); + llassert(left.dot3(left).getF32() > F_APPROXIMATELY_ZERO); + left.normalize3fast(); + + LLVector4a up; + up.load3(camera.getUpAxis().mV); + up.mul(up); + llassert(up.dot3(up).getF32() > F_APPROXIMATELY_ZERO); + up.normalize3fast(); + + tdim.mV[0] = fabsf(half_height.dot3(left).getF32()); + tdim.mV[1] = fabsf(half_height.dot3(up).getF32()); + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + + F32 distance = (pos-camera.getOrigin()).length(); + F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG; + F32 aspect = tdim.mV[0]/tdim.mV[1]; + glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f); + set_current_projection(persp); + gGL.loadMatrix(persp.m); + + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.pushMatrix(); + glh::matrix4f mat; + camera.getOpenGLTransform(mat.m); + + mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat; + + gGL.loadMatrix(mat.m); + set_current_modelview(mat); + + glClearColor(0.0f,0.0f,0.0f,0.0f); + gGL.setColorMask(true, true); + + // get the number of pixels per angle + F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView()); + + //get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing) + resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512); + resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512); + + if (!for_profile) + { + if (!avatar->mImpostor.isComplete()) + { + avatar->mImpostor.allocate(resX, resY, GL_RGBA, true); + + if (LLPipeline::sRenderDeferred) + { + addDeferredAttachments(avatar->mImpostor, true); + } + + gGL.getTexUnit(0)->bind(&avatar->mImpostor); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + } + else if (resX != avatar->mImpostor.getWidth() || resY != avatar->mImpostor.getHeight()) + { + avatar->mImpostor.resize(resX, resY); + } + + avatar->mImpostor.bindTarget(); + } + } + + F32 old_alpha = LLDrawPoolAvatar::sMinimumAlpha; + + if (visually_muted || too_complex) + { //disable alpha masking for muted avatars (get whole skin silhouette) + LLDrawPoolAvatar::sMinimumAlpha = 0.f; + } + + if (preview_avatar || for_profile) + { + // previews and profiles don't care about imposters + renderGeomDeferred(camera); + renderGeomPostDeferred(camera); + } + else + { + avatar->mImpostor.clear(); + renderGeomDeferred(camera); + + renderGeomPostDeferred(camera); + + // Shameless hack time: render it all again, + // this time writing the depth + // values we need to generate the alpha mask below + // while preserving the alpha-sorted color rendering + // from the previous pass + // + sImpostorRenderAlphaDepthPass = true; + // depth-only here... + // + gGL.setColorMask(false,false); + renderGeomPostDeferred(camera); + + sImpostorRenderAlphaDepthPass = false; + + } + + LLDrawPoolAvatar::sMinimumAlpha = old_alpha; + + if (!for_profile) + { //create alpha mask based on depth buffer (grey out if muted) + if (LLPipeline::sRenderDeferred) + { + GLuint buff = GL_COLOR_ATTACHMENT0; + glDrawBuffers(1, &buff); + } + + LLGLDisable blend(GL_BLEND); + + if (visually_muted || too_complex) + { + gGL.setColorMask(true, true); + } + else + { + gGL.setColorMask(false, true); + } + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER); + + gGL.flush(); + + gGL.pushMatrix(); + gGL.loadIdentity(); + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.pushMatrix(); + gGL.loadIdentity(); + + static const F32 clip_plane = 0.99999f; + + gDebugProgram.bind(); + + if (visually_muted) + { // Visually muted avatar + LLColor4 muted_color(avatar->getMutedAVColor()); + LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set solid color " << muted_color << LL_ENDL; + gGL.diffuseColor4fv( muted_color.mV ); + } + else if (!preview_avatar) + { //grey muted avatar + LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set grey" << LL_ENDL; + gGL.diffuseColor4fv(LLColor4::pink.mV ); + } + + gGL.begin(LLRender::QUADS); + gGL.vertex3f(-1, -1, clip_plane); + gGL.vertex3f(1, -1, clip_plane); + gGL.vertex3f(1, 1, clip_plane); + gGL.vertex3f(-1, 1, clip_plane); + gGL.end(); + gGL.flush(); + + gDebugProgram.unbind(); + + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } + + if (!preview_avatar && !for_profile) + { + avatar->mImpostor.flush(); + avatar->setImpostorDim(tdim); + } + + sUseOcclusion = occlusion; + sReflectionRender = false; + sImpostorRender = false; + sShadowRender = false; + popRenderTypeMask(); + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + + if (!preview_avatar && !for_profile) + { + avatar->mNeedsImpostorUpdate = false; + avatar->cacheImpostorValues(); + avatar->mLastImpostorUpdateFrameTime = gFrameTimeSeconds; + } + + LLVertexBuffer::unbind(); + LLGLState::checkStates(); +} + +bool LLPipeline::hasRenderBatches(const U32 type) const +{ + return sCull->getRenderMapSize(type) > 0; +} + +LLCullResult::drawinfo_iterator LLPipeline::beginRenderMap(U32 type) +{ + return sCull->beginRenderMap(type); +} + +LLCullResult::drawinfo_iterator LLPipeline::endRenderMap(U32 type) +{ + return sCull->endRenderMap(type); +} + +LLCullResult::sg_iterator LLPipeline::beginAlphaGroups() +{ + return sCull->beginAlphaGroups(); +} + +LLCullResult::sg_iterator LLPipeline::endAlphaGroups() +{ + return sCull->endAlphaGroups(); +} + +LLCullResult::sg_iterator LLPipeline::beginRiggedAlphaGroups() +{ + return sCull->beginRiggedAlphaGroups(); +} + +LLCullResult::sg_iterator LLPipeline::endRiggedAlphaGroups() +{ + return sCull->endRiggedAlphaGroups(); +} + +bool LLPipeline::hasRenderType(const U32 type) const +{ + // STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render" + // We then need to test that value here and return false to prevent attachment to render (in mouselook for instance) + // TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to false explicitely + return (type == 0 ? false : mRenderTypeEnabled[type]); +} + +void LLPipeline::setRenderTypeMask(U32 type, ...) +{ + va_list args; + + va_start(args, type); + while (type < END_RENDER_TYPES) + { + mRenderTypeEnabled[type] = true; + type = va_arg(args, U32); + } + va_end(args); + + if (type > END_RENDER_TYPES) + { + LL_ERRS() << "Invalid render type." << LL_ENDL; + } +} + +bool LLPipeline::hasAnyRenderType(U32 type, ...) const +{ + va_list args; + + va_start(args, type); + while (type < END_RENDER_TYPES) + { + if (mRenderTypeEnabled[type]) + { + return true; + } + type = va_arg(args, U32); + } + va_end(args); + + if (type > END_RENDER_TYPES) + { + LL_ERRS() << "Invalid render type." << LL_ENDL; + } + + return false; +} + +void LLPipeline::pushRenderTypeMask() +{ + std::string cur_mask; + cur_mask.assign((const char*) mRenderTypeEnabled, sizeof(mRenderTypeEnabled)); + mRenderTypeEnableStack.push(cur_mask); +} + +void LLPipeline::popRenderTypeMask() +{ + if (mRenderTypeEnableStack.empty()) + { + LL_ERRS() << "Depleted render type stack." << LL_ENDL; + } + + memcpy(mRenderTypeEnabled, mRenderTypeEnableStack.top().data(), sizeof(mRenderTypeEnabled)); + mRenderTypeEnableStack.pop(); +} + +void LLPipeline::andRenderTypeMask(U32 type, ...) +{ + va_list args; + + bool tmp[NUM_RENDER_TYPES]; + for (U32 i = 0; i < NUM_RENDER_TYPES; ++i) + { + tmp[i] = false; + } + + va_start(args, type); + while (type < END_RENDER_TYPES) + { + if (mRenderTypeEnabled[type]) + { + tmp[type] = true; + } + + type = va_arg(args, U32); + } + va_end(args); + + if (type > END_RENDER_TYPES) + { + LL_ERRS() << "Invalid render type." << LL_ENDL; + } + + for (U32 i = 0; i < LLPipeline::NUM_RENDER_TYPES; ++i) + { + mRenderTypeEnabled[i] = tmp[i]; + } + +} + +void LLPipeline::clearRenderTypeMask(U32 type, ...) +{ + va_list args; + + va_start(args, type); + while (type < END_RENDER_TYPES) + { + mRenderTypeEnabled[type] = false; + + type = va_arg(args, U32); + } + va_end(args); + + if (type > END_RENDER_TYPES) + { + LL_ERRS() << "Invalid render type." << LL_ENDL; + } +} + +void LLPipeline::setAllRenderTypes() +{ + for (U32 i = 0; i < NUM_RENDER_TYPES; ++i) + { + mRenderTypeEnabled[i] = true; + } +} + +void LLPipeline::clearAllRenderTypes() +{ + for (U32 i = 0; i < NUM_RENDER_TYPES; ++i) + { + mRenderTypeEnabled[i] = false; + } +} + +void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color) +{ + DebugBlip blip(position, color); + mDebugBlips.push_back(blip); +} + +void LLPipeline::hidePermanentObjects( std::vector& restoreList ) +{ + //This method is used to hide any vo's from the object list that may have + //the permanent flag set. + + U32 objCnt = gObjectList.getNumObjects(); + for (U32 i = 0; i < objCnt; ++i) + { + LLViewerObject* pObject = gObjectList.getObject(i); + if ( pObject && pObject->flagObjectPermanent() ) + { + LLDrawable *pDrawable = pObject->mDrawable; + + if ( pDrawable ) + { + restoreList.push_back( i ); + hideDrawable( pDrawable ); + } + } + } + + skipRenderingOfTerrain( true ); +} + +void LLPipeline::restorePermanentObjects( const std::vector& restoreList ) +{ + //This method is used to restore(unhide) any vo's from the object list that may have + //been hidden because their permanency flag was set. + + std::vector::const_iterator itCurrent = restoreList.begin(); + std::vector::const_iterator itEnd = restoreList.end(); + + U32 objCnt = gObjectList.getNumObjects(); + + while ( itCurrent != itEnd ) + { + U32 index = *itCurrent; + LLViewerObject* pObject = NULL; + if ( index < objCnt ) + { + pObject = gObjectList.getObject( index ); + } + if ( pObject ) + { + LLDrawable *pDrawable = pObject->mDrawable; + if ( pDrawable ) + { + pDrawable->clearState( LLDrawable::FORCE_INVISIBLE ); + unhideDrawable( pDrawable ); + } + } + ++itCurrent; + } + + skipRenderingOfTerrain( false ); +} + +void LLPipeline::skipRenderingOfTerrain( bool flag ) +{ + pool_set_t::iterator iter = mPools.begin(); + while ( iter != mPools.end() ) + { + LLDrawPool* pPool = *iter; + U32 poolType = pPool->getType(); + if ( hasRenderType( pPool->getType() ) && poolType == LLDrawPool::POOL_TERRAIN ) + { + pPool->setSkipRenderFlag( flag ); + } + ++iter; + } +} + +void LLPipeline::hideObject( const LLUUID& id ) +{ + LLViewerObject *pVO = gObjectList.findObject( id ); + + if ( pVO ) + { + LLDrawable *pDrawable = pVO->mDrawable; + + if ( pDrawable ) + { + hideDrawable( pDrawable ); + } + } +} + +void LLPipeline::hideDrawable( LLDrawable *pDrawable ) +{ + pDrawable->setState( LLDrawable::FORCE_INVISIBLE ); + markRebuild( pDrawable, LLDrawable::REBUILD_ALL); + //hide the children + LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren(); + for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); + iter != child_list.end(); iter++ ) + { + LLViewerObject* child = *iter; + LLDrawable* drawable = child->mDrawable; + if ( drawable ) + { + drawable->setState( LLDrawable::FORCE_INVISIBLE ); + markRebuild( drawable, LLDrawable::REBUILD_ALL); + } + } +} +void LLPipeline::unhideDrawable( LLDrawable *pDrawable ) +{ + pDrawable->clearState( LLDrawable::FORCE_INVISIBLE ); + markRebuild( pDrawable, LLDrawable::REBUILD_ALL); + //restore children + LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren(); + for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); + iter != child_list.end(); iter++) + { + LLViewerObject* child = *iter; + LLDrawable* drawable = child->mDrawable; + if ( drawable ) + { + drawable->clearState( LLDrawable::FORCE_INVISIBLE ); + markRebuild( drawable, LLDrawable::REBUILD_ALL); + } + } +} +void LLPipeline::restoreHiddenObject( const LLUUID& id ) +{ + LLViewerObject *pVO = gObjectList.findObject( id ); + + if ( pVO ) + { + LLDrawable *pDrawable = pVO->mDrawable; + if ( pDrawable ) + { + unhideDrawable( pDrawable ); + } + } +} + +void LLPipeline::skipRenderingShadows() +{ + LLGLDepthTest depth(GL_TRUE); + + for (S32 j = 0; j < 4; j++) + { + mRT->shadow[j].bindTarget(); + mRT->shadow[j].clear(); + mRT->shadow[j].flush(); + } +} + +void LLPipeline::handleShadowDetailChanged() +{ + if (RenderShadowDetail > gSavedSettings.getS32("RenderShadowDetail")) + { + skipRenderingShadows(); + } + else + { + LLViewerShaderMgr::instance()->setShaders(); + } +} + +class LLOctreeDirty : public OctreeTraveler +{ +public: + virtual void visit(const OctreeNode* state) + { + LLSpatialGroup* group = (LLSpatialGroup*)state->getListener(0); + + if (group->getSpatialPartition()->mRenderByGroup) + { + group->setState(LLSpatialGroup::GEOM_DIRTY); + gPipeline.markRebuild(group); + } + + for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i) + { + LLSpatialBridge* bridge = *i; + traverse(bridge->mOctree); + } + } +}; + + +void LLPipeline::rebuildDrawInfo() +{ + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + + LLOctreeDirty dirty; + + LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_VOLUME); + dirty.traverse(part->mOctree); + + part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE); + dirty.traverse(part->mOctree); + } +} + -- cgit v1.2.3 From 04c4d18f70b5e6406ecf6d7b823774cdb6aff4d8 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Mon, 27 May 2024 16:11:14 +0300 Subject: viewer#1573 Crash at updateMovedList According to bugsplat data drawablep is null --- indra/newview/pipeline.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 12f4c48ff6..a0d2116eaa 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1885,6 +1885,11 @@ void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list) { LLDrawable::drawable_vector_t::iterator curiter = iter++; LLDrawable *drawablep = *curiter; + if (!drawablep) + { + iter = moved_list.erase(curiter); + continue; + } bool done = true; if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE))) { -- cgit v1.2.3 From 15fd13f83036ff781160957a21bb2d59771044bc Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 29 May 2024 16:56:39 -0500 Subject: #1530 Increase joint limit for GLTF Assets (#1582) * Migrate GLTF scene rendering to its own shaders * Add support for ambient occlusion map separate from metallic roughness map (or absent) * Use UBO's for GLTF joints * Better error handling of downloading GLTF assets --- indra/newview/pipeline.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index a0d2116eaa..249e66d098 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6825,7 +6825,7 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) mGlow[1].bindTexture(0, channel); } - channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_NORMAL); + channel = gLuminanceProgram.enableTexture(LLShaderMgr::NORMAL_MAP); if (channel > -1) { // bind the normal map to get the environment mask @@ -7632,7 +7632,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); } - channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); + channel = shader.enableTexture(LLShaderMgr::NORMAL_MAP, deferred_target->getUsage()); if (channel > -1) { deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2] @@ -8667,7 +8667,7 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader) LLRenderTarget* deferred_light_target = &mRT->deferredLight; stop_glerror(); - shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::NORMAL_MAP, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); -- cgit v1.2.3 From b42f9d836b4c0f7fbd4bdae1734021e2a09fdbe8 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Sat, 1 Jun 2024 15:49:26 +0200 Subject: Re-enable a lot of compiler warnings for MSVC and address the C4267 "possible loss of precision" warnings --- indra/newview/pipeline.cpp | 18 +++++------------- 1 file changed, 5 insertions(+), 13 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 472ccd220d..4c2a321937 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3618,10 +3618,8 @@ void LLPipeline::renderHighlights() // Make sure the selection image gets downloaded and decoded mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - U32 count = mSelectedFaces.size(); - for (U32 i = 0; i < count; i++) + for (auto facep : mSelectedFaces) { - LLFace *facep = mSelectedFaces[i]; if (!facep || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; @@ -3637,10 +3635,8 @@ void LLPipeline::renderHighlights() // Paint 'em red! color.setVec(1.f, 0.f, 0.f, 0.5f); - int count = mHighlightFaces.size(); - for (S32 i = 0; i < count; i++) + for (auto facep : mHighlightFaces) { - LLFace* facep = mHighlightFaces[i]; facep->renderSelected(LLViewerTexture::sNullImagep, color); } } @@ -3666,10 +3662,8 @@ void LLPipeline::renderHighlights() mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - U32 count = mSelectedFaces.size(); - for (U32 i = 0; i < count; i++) + for (auto facep : mSelectedFaces) { - LLFace *facep = mSelectedFaces[i]; if (!facep || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; @@ -3696,10 +3690,8 @@ void LLPipeline::renderHighlights() mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - U32 count = mSelectedFaces.size(); - for (U32 i = 0; i < count; i++) + for (auto facep : mSelectedFaces) { - LLFace *facep = mSelectedFaces[i]; if (!facep || facep->getDrawable()->isDead()) { LL_ERRS() << "Bad face on selection" << LL_ENDL; @@ -4737,7 +4729,7 @@ void LLPipeline::rebuildPools() assertInitialized(); - S32 max_count = mPools.size(); + auto max_count = mPools.size(); pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool); while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS) { -- cgit v1.2.3 From 0870539264f7263ed17464413ee0b69058d511f6 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Tue, 11 Jun 2024 18:22:32 +0200 Subject: Fix some apparent previous merge error --- indra/newview/pipeline.cpp | 4 ---- 1 file changed, 4 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 839039180e..92747866d6 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -776,10 +776,6 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; if (mRT == &mMainRT) { // hacky -- allocate auxillary buffer - gCubeSnapshot = true; - mReflectionMapManager.initReflectionMaps(); - mHeroProbeManager.initReflectionMaps(); - if (sReflectionProbesEnabled) { gCubeSnapshot = true; -- cgit v1.2.3 From 14c89a62c0171cc2aa10f956a5e94465cc496c01 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Wed, 12 Jun 2024 12:17:35 +0300 Subject: viewer#1731 Crash at LLPipeline::markVisible mDrawable pointer had junk in it --- indra/newview/pipeline.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 92747866d6..81d594a1a8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -10224,7 +10224,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool result.clear(); grabReferences(result); - if (!avatar || !avatar->mDrawable) + if (!avatar || avatar->isDead() || !avatar->mDrawable) { LL_WARNS_ONCE("AvatarRenderPipeline") << "Avatar is " << (avatar ? "not drawable" : "null") << LL_ENDL; return; -- cgit v1.2.3 From 80ea30af1a8b38360f71c29cc45872c4399dab0d Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 21 Jun 2024 13:13:08 -0500 Subject: #1769 gltf optimization pass (#1816) #1814 and #1517 Fix mirror update rate and occlusion culling --- indra/newview/pipeline.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f9ff8217af..6c9c4751d7 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -2436,6 +2436,7 @@ void LLPipeline::doOcclusion(LLCamera& camera) mCubeVB->setBuffer(); mReflectionMapManager.doOcclusion(); + mHeroProbeManager.doOcclusion(); gOcclusionCubeProgram.unbind(); gGL.setColorMask(true, true); -- cgit v1.2.3 From b276936ef336a17e4c124da40c1c63b2829fc680 Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Tue, 2 Jul 2024 11:01:35 -0700 Subject: Quick fix for a possible merge bug from featurettes. (#1715) --- indra/newview/pipeline.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 6c9c4751d7..b9b1264b16 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -776,9 +776,11 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; if (mRT == &mMainRT) { // hacky -- allocate auxillary buffer + + gCubeSnapshot = TRUE; + if (sReflectionProbesEnabled) { - gCubeSnapshot = true; mReflectionMapManager.initReflectionMaps(); } -- cgit v1.2.3 From 08b933a0c67463f06f124420f16c8a3f7dc83f1f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 3 Jul 2024 17:42:24 -0500 Subject: #1870 Tune up for better experience on integrated intel with low memory (#1872) * More deterministic vsize calculation. Add control for choosing downscale method. * Quick hack to make GLTF preview work again --- indra/newview/pipeline.cpp | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index b9b1264b16..f83774c39e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -865,6 +865,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA; mPostMap.allocate(resX, resY, post_color_fmt); + // used to scale down textures + // See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown + mDownResMap.allocate(4, 4, GL_RGBA); + //HACK make screenbuffer allocations start failing after 30 seconds if (gSavedSettings.getBOOL("SimulateFBOFailure")) { @@ -1111,6 +1115,8 @@ void LLPipeline::releaseGLBuffers() mPostMap.release(); + mDownResMap.release(); + for (U32 i = 0; i < 3; i++) { mGlow[i].release(); -- cgit v1.2.3 From 9fdca96f8bd2211a99fe88e57b70cbecefa20b6d Mon Sep 17 00:00:00 2001 From: Ansariel Date: Mon, 8 Jul 2024 20:27:14 +0200 Subject: Re-enable compiler warnings C4244 and C4396 except for lltracerecording.h and llunittype.h for now --- indra/newview/pipeline.cpp | 48 +++++++++++++++++++++++----------------------- 1 file changed, 24 insertions(+), 24 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f83774c39e..5598660368 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1241,7 +1241,7 @@ void LLPipeline::createGLBuffers() F32 noise[noiseRes*noiseRes*3]; for (U32 i = 0; i < noiseRes*noiseRes*3; i++) { - noise[i] = ll_frand()*2.0-1.0; + noise[i] = ll_frand()*2.0f-1.0f; } LLImageGL::generateTextures(1, &mTrueNoiseMap); @@ -6914,7 +6914,7 @@ void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst, bool } } shader->uniform1f(dt, gFrameIntervalSeconds); - shader->uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0); + shader->uniform2f(noiseVec, ll_frand() * 2.0f - 1.0f, ll_frand() * 2.0f - 1.0f); shader->uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max); mScreenTriangleVB->setBuffer(); @@ -6960,7 +6960,7 @@ void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); - shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, src->getWidth(), src->getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)src->getWidth(), (GLfloat)src->getHeight()); static LLCachedControl exposure(gSavedSettings, "RenderExposure", 1.f); @@ -7039,8 +7039,8 @@ void LLPipeline::generateGlow(LLRenderTarget* src) gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); } gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, - mGlow[2].getWidth(), - mGlow[2].getHeight()); + (GLfloat)mGlow[2].getWidth(), + (GLfloat)mGlow[2].getHeight()); } { @@ -7365,7 +7365,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); - gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); @@ -7391,7 +7391,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredPostProgram.bind(); gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT); - gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); @@ -7424,7 +7424,7 @@ void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT); - gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)dst->getWidth(), (GLfloat)dst->getHeight()); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); @@ -7787,15 +7787,15 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize); shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale); - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, (GLfloat)RenderSSAOMaxScale); F32 ssao_factor = RenderSSAOFactor; shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor); - shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor); + shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0f/ssao_factor); LLVector3 ssao_effect = RenderSSAOEffect; - F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0; - F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0; + F32 matrix_diag = (ssao_effect[0] + 2.0f*ssao_effect[1])/3.0f; + F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0f; // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by // value factor, and scales remainder by saturation factor F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag, @@ -7807,7 +7807,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f; F32 shadow_bias = RenderShadowBias + shadow_bias_error; - shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)deferred_target->getWidth(), (GLfloat)deferred_target->getHeight()); shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f); shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error); shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias); @@ -7816,8 +7816,8 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV); shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV); - shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mRT->shadow[0].getWidth(), mRT->shadow[0].getHeight()); - shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mSpotShadow[0].getWidth(), mSpotShadow[0].getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, (GLfloat)mRT->shadow[0].getWidth(), (GLfloat)mRT->shadow[0].getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, (GLfloat)mSpotShadow[0].getWidth(), (GLfloat)mSpotShadow[0].getHeight()); shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); @@ -7948,8 +7948,8 @@ void LLPipeline::renderDeferredLighting() gDeferredSunProgram.uniform3fv(sOffset, slice, offset); gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, - deferred_light_target->getWidth(), - deferred_light_target->getHeight()); + (GLfloat)deferred_light_target->getWidth(), + (GLfloat)deferred_light_target->getHeight()); { LLGLDisable blend(GL_BLEND); @@ -8648,7 +8648,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) { gGL.getTexUnit(channel)->bind(img); - F32 lod_range = logf(img->getWidth())/logf(2.f); + F32 lod_range = logf((F32)img->getWidth())/logf(2.f); shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus); shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range); @@ -8773,17 +8773,17 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) } - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, RenderScreenSpaceReflectionIterations); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, (GLfloat)RenderScreenSpaceReflectionIterations); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep); - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, RenderScreenSpaceReflectionGlossySamples); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, (GLfloat)RenderScreenSpaceReflectionGlossySamples); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias); mPoissonOffset++; if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples) mPoissonOffset = 0; - shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, mPoissonOffset); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, (GLfloat)mPoissonOffset); shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier); channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH); @@ -9949,7 +9949,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) { LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat(); F32 fade_amt = gFrameIntervalSeconds.value() - * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0); + * (F32)llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0); // should never happen llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); @@ -10116,8 +10116,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) for (U32 i = 0; i < 16; i++) { - gGLLastModelView[i] = last_modelview[i]; - gGLLastProjection[i] = last_projection[i]; + gGLLastModelView[i] = (F32)last_modelview[i]; + gGLLastProjection[i] = (F32)last_projection[i]; } popRenderTypeMask(); -- cgit v1.2.3 From e101d1aa28a51570e6d76dc12df810b1daa71e7e Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Tue, 9 Jul 2024 20:51:02 -0400 Subject: Fix excessive clearing of shader cache when toggling mirrors (#1950) --- indra/newview/pipeline.cpp | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 5598660368..16d66123ae 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1072,12 +1072,7 @@ void LLPipeline::refreshCachedSettings() RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples"); RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization"); - if (gSavedSettings.getBOOL("RenderMirrors") != RenderMirrors) - { - RenderMirrors = gSavedSettings.getBOOL("RenderMirrors"); - LLViewerShaderMgr::instance()->clearShaderCache(); - LLViewerShaderMgr::instance()->setShaders(); - } + RenderMirrors = gSavedSettings.getBOOL("RenderMirrors"); RenderHeroProbeUpdateRate = gSavedSettings.getS32("RenderHeroProbeUpdateRate"); RenderHeroProbeConservativeUpdateMultiplier = gSavedSettings.getS32("RenderHeroProbeConservativeUpdateMultiplier"); -- cgit v1.2.3 From b05ab692ba60438e3900b351d654bc0124a42f50 Mon Sep 17 00:00:00 2001 From: Alexander Gavriliuk Date: Tue, 16 Jul 2024 14:14:36 +0200 Subject: #2039 BugSplat Crash #1494687: LLPipeline::calcNearbyLights(LLCamera&) --- indra/newview/pipeline.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 16d66123ae..6cf7d9f51c 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -5287,7 +5287,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; assertInitialized(); - if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs) + if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs || LLApp::isExiting()) { return; } -- cgit v1.2.3 From 7ebbc58ae310b5c41efb3fe1460d63663ab92004 Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Mon, 22 Jul 2024 08:29:35 -0400 Subject: Cache various frequently accessed settings (#2080) --- indra/newview/pipeline.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 6cf7d9f51c..42a6987a18 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4565,7 +4565,8 @@ void LLPipeline::renderDebug() mReflectionMapManager.renderDebug(); } - if (gSavedSettings.getBOOL("RenderReflectionProbeVolumes") && !hud_only) + static LLCachedControl render_ref_probe_volumes(gSavedSettings, "RenderReflectionProbeVolumes"); + if (render_ref_probe_volumes && !hud_only) { LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display"); @@ -8960,7 +8961,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gGL.diffuseColor4f(1, 1, 1, 1); - S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + S32 shadow_detail = RenderShadowDetail; // if not using VSM, disable color writes if (shadow_detail <= 2) -- cgit v1.2.3 From 2fa69bc13e8c629f1e3dd5eafa3dd07c83dbb4ae Mon Sep 17 00:00:00 2001 From: Rye Mutt Date: Thu, 25 Jul 2024 04:32:35 -0400 Subject: Fix matrix stack underflow during avatar preview generation (#2098) --- indra/newview/pipeline.cpp | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 42a6987a18..056affb68e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -10574,10 +10574,13 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool sShadowRender = false; popRenderTypeMask(); - gGL.matrixMode(LLRender::MM_PROJECTION); - gGL.popMatrix(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); + if (!preview_avatar) + { + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } if (!preview_avatar && !for_profile) { -- cgit v1.2.3 From 5d25504f8335132d0d222b266f8772062c88b335 Mon Sep 17 00:00:00 2001 From: Alexander Gavriliuk Date: Fri, 26 Jul 2024 19:32:23 +0200 Subject: #2100 BugSplat Crash #1497210: LLVOAvatar::updateImpostors()(10616) --- indra/newview/pipeline.cpp | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 056affb68e..2a461ca84b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6438,16 +6438,14 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, } } - //check all avatar nametags (silly, isn't it?) - for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin(); - iter != LLCharacter::sInstances.end(); - ++iter) + // check all avatar nametags (silly, isn't it?) + for (LLCharacter* character : LLCharacter::sInstances) { - LLVOAvatar* av = (LLVOAvatar*) *iter; - if (av->mNameText.notNull() - && av->mNameText->lineSegmentIntersect(start, local_end, position)) + LLVOAvatar* avatar = (LLVOAvatar*)character; + if (avatar->mNameText.notNull() && + avatar->mNameText->lineSegmentIntersect(start, local_end, position)) { - drawable = av->mDrawable; + drawable = avatar->mDrawable; local_end = position; } } -- cgit v1.2.3 From 17f7b439d617bfdf4c865f1478ade662e86b61d2 Mon Sep 17 00:00:00 2001 From: Alexander Gavriliuk Date: Wed, 7 Aug 2024 20:56:10 +0200 Subject: #1922 Make PBR scale and offset crosshair work like Texture crosshair do --- indra/newview/pipeline.cpp | 159 +++++++++++++++++++++++---------------------- 1 file changed, 83 insertions(+), 76 deletions(-) (limited to 'indra/newview/pipeline.cpp') diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2a461ca84b..1b2cffa6c9 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3580,9 +3580,12 @@ void LLPipeline::postSort(LLCamera &camera) { mSelectedFaces.clear(); + bool tex_index_changed = false; if (!gNonInteractive) { - LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit()); + LLRender::eTexIndex tex_index = sRenderHighlightTextureChannel; + setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit()); + tex_index_changed = sRenderHighlightTextureChannel != tex_index; } // Draw face highlights for selected faces. @@ -3604,6 +3607,24 @@ void LLPipeline::postSort(LLCamera &camera) } } func; LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func); + + if (tex_index_changed) + { + // Rebuild geometry for all selected faces with PBR textures + for (const LLFace* face : gPipeline.mSelectedFaces) + { + if (const LLViewerObject* vobj = face->getViewerObject()) + { + if (const LLTextureEntry* tep = vobj->getTE(face->getTEOffset())) + { + if (tep->getGLTFRenderMaterial()) + { + gPipeline.markRebuild(face->getDrawable(), LLDrawable::REBUILD_VOLUME); + } + } + } + } + } } } @@ -3656,28 +3677,31 @@ void render_hud_elements() gUIProgram.unbind(); } -void LLPipeline::renderHighlights() +static inline void bindHighlightProgram(LLGLSLShader& program) { - assertInitialized(); - - // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD) - // Render highlighted faces. - LLGLSPipelineAlpha gls_pipeline_alpha; - LLColor4 color(1.f, 1.f, 1.f, 0.5f); - disableLights(); - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) { - gHighlightProgram.bind(); - gGL.diffuseColor4f(1,1,1,0.5f); + program.bind(); + gGL.diffuseColor4f(1, 1, 1, 0.5f); } +} - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep) - { - mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); - } +static inline void unbindHighlightProgram(LLGLSLShader& program) +{ + if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0) + { + program.unbind(); + } +} - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP)) +void LLPipeline::renderSelectedFaces(const LLColor4& color) +{ + if (!mFaceSelectImagep) + { + mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT); + } + + if (mFaceSelectImagep) { // Make sure the selection image gets downloaded and decoded mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); @@ -3693,81 +3717,61 @@ void LLPipeline::renderHighlights() facep->renderSelected(mFaceSelectImagep, color); } } +} - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) - { - // Paint 'em red! - color.setVec(1.f, 0.f, 0.f, 0.5f); - - for (auto facep : mHighlightFaces) - { - facep->renderSelected(LLViewerTexture::sNullImagep, color); - } - } +void LLPipeline::renderHighlights() +{ + assertInitialized(); - // Contains a list of the faces of objects that are physical or - // have touch-handlers. - mHighlightFaces.clear(); + // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD) + // Render highlighted faces. + LLGLSPipelineAlpha gls_pipeline_alpha; + disableLights(); - if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0) + if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) { - gHighlightProgram.unbind(); - } - + bindHighlightProgram(gHighlightProgram); - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP)) - { - color.setVec(1.0f, 0.5f, 0.5f, 0.5f); - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + if (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP || + sRenderHighlightTextureChannel == LLRender::BASECOLOR_MAP || + sRenderHighlightTextureChannel == LLRender::METALLIC_ROUGHNESS_MAP || + sRenderHighlightTextureChannel == LLRender::GLTF_NORMAL_MAP || + sRenderHighlightTextureChannel == LLRender::EMISSIVE_MAP || + sRenderHighlightTextureChannel == LLRender::NUM_TEXTURE_CHANNELS) { - gHighlightNormalProgram.bind(); - gGL.diffuseColor4f(1,1,1,0.5f); + static const LLColor4 highlight_selected_color(1.f, 1.f, 1.f, 0.5f); + renderSelectedFaces(highlight_selected_color); } - mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); - - for (auto facep : mSelectedFaces) + // Paint 'em red! + static const LLColor4 highlight_face_color(1.f, 0.f, 0.f, 0.5f); + for (auto facep : mHighlightFaces) { - if (!facep || facep->getDrawable()->isDead()) - { - LL_ERRS() << "Bad face on selection" << LL_ENDL; - return; - } - - facep->renderSelected(mFaceSelectImagep, color); + facep->renderSelected(LLViewerTexture::sNullImagep, highlight_face_color); } - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightNormalProgram.unbind(); - } + unbindHighlightProgram(gHighlightProgram); } - if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP)) - { - color.setVec(0.0f, 0.3f, 1.0f, 0.8f); - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) - { - gHighlightSpecularProgram.bind(); - gGL.diffuseColor4f(1,1,1,0.5f); - } - - mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA); + // Contains a list of the faces of objects that are physical or + // have touch-handlers. + mHighlightFaces.clear(); - for (auto facep : mSelectedFaces) + if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED)) + { + if (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP) { - if (!facep || facep->getDrawable()->isDead()) - { - LL_ERRS() << "Bad face on selection" << LL_ENDL; - return; - } - - facep->renderSelected(mFaceSelectImagep, color); + static const LLColor4 highlight_normal_color(1.0f, 0.5f, 0.5f, 0.5f); + bindHighlightProgram(gHighlightNormalProgram); + renderSelectedFaces(highlight_normal_color); + unbindHighlightProgram(gHighlightNormalProgram); } - - if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + else if (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP) { - gHighlightSpecularProgram.unbind(); + static const LLColor4 highlight_specular_color(0.0f, 0.3f, 1.0f, 0.8f); + bindHighlightProgram(gHighlightSpecularProgram); + renderSelectedFaces(highlight_specular_color); + unbindHighlightProgram(gHighlightSpecularProgram); } } } @@ -6256,7 +6260,10 @@ bool LLPipeline::getRenderHighlights() // static void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel) { - sRenderHighlightTextureChannel = channel; + if (channel != sRenderHighlightTextureChannel) + { + sRenderHighlightTextureChannel = channel; + } } LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection, -- cgit v1.2.3